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Saturday, 5th February, 2005, 04:29 AM #1
Thaumaturgist (Lvl 9)
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Saturday, 5th February, 2005, 05:07 AM #2
Acolyte (Lvl 2)
Male Elf Ranger 6
Alignment: Chaotic Neutral
Height: 4' 9''
Hair: Golden Blonde
Str: 12 (+1) [4 points]
Dex: 17 (+3) [6 points, +2 racial, +1 level]
Con: 10 (+0) [4 points, -2 racial]
Int: 14 (+2) [6 points]
Wis: 14 (+2) [6 points]
Cha: 10 (+0) [2 points]
Class and Racial Abilities: +2 Dex, -2 Con, immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, weapon proficiency (longsword, rapier, longbow, and shortbow), +2 racial bonus to Listen, Spot, and Search checks, free Search check within 5 feet of a concealed door). Favored enemy (dragons +4, humans +2), Track, wild empathy (+6), archery combat style (Rapid Shot and Manyshot), animal companion, divine spells, proficient in all simple and martial weapons, light armor, and shields (excluding tower shields).
Hit Dice: 6d8
AC: 18 (+3 Dex, +5 armor)
Init: +3 (+3 Dex)
Fortitude +5 [+5 base, +0 Con]
Reflex +5 [+5 base, +3 Dex]
Will +4 [+2 base, +2 Wis]
Melee Atk: +8/+3 (1d8+1/19-20/x2/S, MW longsword)
Ranged Atk: +11/+6 (1d8+2/x3/220 ft./P, One Mile Strike)
Point Blank (within 30') Ranged Attack: +12/+7 (1d8+3/x3/30 ft./P, One Mile Strike)
Rapid Shot Ranged Atk: +9/+4/+9 (1d8+2/x3/220 ft./P, One Mile Strike)
Point Blank (within 30') Rapid Shot Ranged Attack: +10/+5/+10 (1d8+3/x3/30 ft./P, One Mile Strike)
Manyshot Ranged Atk (within 30'): +8/+3 (1d8+3/x3/30 ft./P, One Mile Strike, 4 arrows)
Manyshot Rapid Shot Ranged Atk (within 30'): +6/+1/+6 (1d8+3/x3/30 ft./P, One Mile Strike, 6 arrows)
Climb +9 [8 ranks, +1 Str]
Hide +12 [9 ranks, +3 Dex]
Knowledge (geography) +7 [5 ranks, +2 Int]
Knowledge (nature) +7 [5 ranks, +2 Int]
Listen +13 [9 ranks, +2 Wis, +2 racial]
Move Silently +12 [9 ranks, +3 Dex]
Search +13 [9 ranks, +2 Int, +2 racial]
Spot +13 [9 ranks, +2 Wis, +2 racial]
Survival +11 [9 ranks, +2 Wis]
Track (ranger bonus 1st level)
Point Blank Shot (1st level)
Rapid Shot (ranger combat style bonus 2nd level)
Precise Shot (3rd level)
Manyshot (ranger combat style bonus 6th level)
Weapon Focus (longbow) (6th level)
Languages: Common, Elven, Draconic, Sylvan
Spells Per Day
Save DC +2
1st - longstrider, resist energy.
Backpack - 2gp
40 arrows – 2gp
mithral chain shirt – 1,100gp
MW longsword – 315gp
2 daggers – 4gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Cold weather outfit 8gp
Traveler’s outfit (Free)
Hibou, owl animal companion: Small animal; HD 3: hp 12; Init +4; Spd 10 ft., fly 40 ft. (average); AC 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 16; Base Atk +3; Grp -9; Atk: talons +8 melee (1d4-3); full Atk: talons +8 melee (1d4-3) -; Space/Reach 2 ½ ft./0 ft.; SQ low-light vision, link, share spells, evasion; AL N; SV Fort +3, Ref +6, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 4.
Skills and Feats: Listen +14, Move Silently +17, Spot +6*; Weapon Finesse.
Owls have a +8 racial bonus on Listen checks, and a +14 racial bonus on Move Silently Checks. *They have a +8 racial bonus to Spot checks in areas of shadowy illumination.
[I]Tricks Known:[/b] Attack, Down, Fetch, Guard, Come, Assist Attack, Seek, Assist Track
Picture of Hibou - http://www.wildlife-art-paintings.co...-picture-4.jpg
Lalreth is a slight elf man that, while strong, is barely a hundred pounds soaking wet. Slender, with long fingers and a graceful carriage, he moves with much of fabled grace of his kind. His features are narrow and his nose is long, though his eyes are large and seem like deep green pools. His dark gold hair is slightly past shoulder-length, and usually kept tied back. He wears a fine mithral shirt covered by his traveling leathers, and has leather bracers on his arms so that Hibou, his owl friend, can land with comfort. He keeps a serviceable longsword at his side, and an elegantly-carved longbow across his back.
Personality: Lalreth, or Lal as most people call him, is observant, curious, and has a keen mind. He likes solving puzzles and mysteries, and applies that to his chosen profession as a hunter. Though he can be reserved around strangers, he loses his reserve quickly in the face of any mutual problem or laughter. He’s been known to play pranks on those who can take a joke, and listens avidly to any funny stories in order to keep his spirits up during long and lonely hunts.
Background: Lal grew up in a world under the dominion of dragons. His first tracking lessons were against dragons, his first histories were theirs; his first loss (of a cousin) was to them. No one, not even the long-lived elves, could afford the long and leisurely childhoods that those born in peace could enjoy. Lal learned at a young age that you couldn’t avoid dragons or hide from them for long, so it was best to learn to deal with them.
As Lal grew, he began to play both sides of the field. Though his first tracking lessons were against dragons, he also learned how to hunt humans, so that dragons would think to hire him to capture servants that had displeased them. He could hunt a human one month, and track down a dragon another, and felt very little remorse about constantly switching sides. The gold his captures and kills brought were enough for fine wine, pleasurable company, and bawdy songs enough to slake his lust for life, and for now, that is enough. Unlike many, Lal has lost no close family or kin to the dragons (for he barely knew his cousin that perished in his youth), and lacks the burning rage that drives so many to kill dragons remorselessly. Perhaps one day that will change, but for now Lal is little more than a feckless youth.
Last edited by Isida Kep'Tukari; Saturday, 4th June, 2005 at 06:07 PM.
Saturday, 5th February, 2005, 07:00 AM #3
Code:Name: Hond Arvild Class: Barbarian Race: Stout Size: Medium Gender: Male Alignment: Chaotic Good Deity: none Str: 16 +3 Level: 7 XP: 15000 Dex: 12 +1 BAB: +7 HP: 101 (7d12+35) Con: 20*+5 Grapple: +10 Current HP: 101/101 Int: 10 +0 Speed: 30' Spell Res: 0 Wis: 10 +0 Init: +2 Spell Failure: 25% Cha: 8 -1 ACP: -4 *18 before the item Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +0 +1 +0 +0 +0 16 Touch: 11 Flatfooted: 15 Base Mod Misc Total Fort: 5 +5 +1 +11 Ref: 2 +2 +1 +5 Will: 2 +0 +1 +3 Weapon Attack Damage Critical Aya +11 2d6+5 19-20X2 Throwing axe +9 1d6+3 X2 Languages: Common Abilities: Class: -Fast movement -rage 2/day -Improved uncanny dodge -Trap sense +2 -Damage Reduction 1/- Race: Medium build, short, slow land speed = 20 ft but can be maintained while encumbered (as dwarf), low light vision, +1 to all saves, +2 to listen or crafts involving stone or metal, +1 to hit ferals or dragons, +4 AC dodge vs. dragons Feats: Power attack, Endurance, Improved overun Skill Points: 35 Max Ranks: 7/3 Skills Ranks Mod Misc Total Climb 6 +3 +0 +9 Intimidate 10 +0 -1 +9 Listen 7 +0 +2 +9 Jump 6 +3 +0 +9 Survival 9 +0 +0 +9 Equipment: Cost Weight Aya 4350gp 8lb +1 light x-bow x 4lb Bolts x 2lb Throwing axes (x3) 24gp 6lb Breastplate 200gp 30lb Talisman of Honor 4000gp - Backpack 2gp 2lb Bedroll 1sp 5lb Winter blanket 5sp 3lb Flint&steel 1gp - Silk rope 10gp 5lb Torch (x3) 3cp 3lb Tent 20gp 20lb Waterskin (x2) 2gp 8lb Explorers outfit 10gp 8lb Cold weather outfit 8gp 7lb Antitoxin (x2) 100gp - Sunrod (x5) 10gp 5lb Climbers kit 80gp 5lb Potions of Cure light(x3)150gp - Potion of bears endurance300gp - Total Weight: 121lb Money: 32gp 3sp 7cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 230 1150 Age: 22 Height: 5'3" Weight: 185lb Eyes: blue Hair: brown Skin: Tanned Appearance: Hond is tall For a stout, humans would still call him stocky, either way he's quite muscular and tanned from his travels. he has long brown hair and blue eyes. He dresses rather plainly in leather breeches white shirt with a brown leather jacket over it (Or his breastplate if he is dressed for battle) and a faded green cloak. The worn black scabbard that houses Aya hangs from his back and three throwing axes hang from his belt. Background: Hond Arvild Hond was born into the (Appropriate name here) tribe and consequently into servitude to a gold dragon, Hond's tribe was one of many who were enslaved by this particular dragon. Hond was the son Alvar the tribes chief and being the son of the chief was taught to be the protector of the tribe (In secret of course). He was taught skill with weapons and armor but most of all the secret's of anger and how it can be harnessed in battle. In the mean time he worked for the dragon like everyone else and even started a romance with a tribal girl named Lami whom he decided he would marry some day. Alvar was always a bit more outspoken when it came to the dragon than might be wise. So it happened that one day when Hond was about 17, Alvar had spoken back to the dragon and angered it so it grabbed up Alvar and squeezed (Breaking a good many bones) then dropped him in the village as a warning to the other villagers. Hond was working in a mine a mile or so away at the time so it took a good deal of time for Hond to get back. When Hond finally got to the village some friends had moved Hond's father to a hut and he was barely holding on to life. Hond's father gave him one instruction before he passed "Freedom". Hond pondered this the rest of the night before finally deciding he would leave the village and find his way to others who thought like himself. The next night he kissed Lami goodbye and went to the Shaman to recieve his blessing. The Shaman blessed him and gave him two item's: Aya and the Talisman of honor. The Shaman also told him of a vision he had of a free city above the ground, so Hond escaped and has now traveled many miles and has finally found his free city where he hopes to find people willing to fight for freedom. Personality: Hond has a fairly cheerful personality and is generally pretty good humored, although when it comes to his duty's he is very serious. He is slow to anger but once someone does anger him he is hard to calm down. Unique Items: Aya is the legendary (In the village anyway) Sword of stars wielded by the chief's since the day's of old, it was made for chief Hilmar long ago(before the dragons came) by an elven sword smith. The sword is intelligent in it's own way and is an honored relic of the tribes brighter past. Aya is a very finely crafted sword made of folded steel, the blade is very heavy and has etched into it "Honored star" written in elven. The hilt is very plain, the pommel gem however is a blue saphire. Aya sword of stars is a +1 intelligent(CG) greatsword, lesser power: bless 3/day Ego: 5 Int 12 Wis 12 Cha 10 The Talisman of honor is a golden shield that hangs from a chain, the Talisman is supposed to help honorable warriors on their path. The game stat's are actually just con +2
Last edited by Mithran; Tuesday, 20th December, 2005 at 06:07 PM.
Saturday, 5th February, 2005, 08:54 AM #4
Acolyte (Lvl 2)
Grimhild Uggluck, Half-orc Cleric
Here he is!
Class: Cleric Level: 6
Race: Half-Orc Gender: Male
Age: 21 Height: 6'2" Weight: 275lbs
Hair: Bald Eyes: dark green
Languages: Common, Orc
Alignment: Chaotic Good
Cleric Domains: Strength, War
STR: 22 (+6) (base - 17 [13pts] +1 lvl, +2 race, +2 magic item)
DEX: 10 (=0) (base - 10 [2pts] )
CON: 11 (=0) (base - 11 [3pts] )
INT: 6 (-2) (base - 8 [0pts] -2 race)
WIS: 16 (+3) (base - 16 [10pts] )
CHA: 6 (-2) (base - 8 [0pts] -2 race)
FORT: +5 (+7 vs. Dragons - Dragon Hunter feat) (+5 cleric base, +0 ability mod)
REF: +2 (+4 vs. Dragons) (+2 cleric base, +0 ability mod)
WILL: +8 (+10 vs. Dragons) (+5 cleric base, + 3 ability mod)
HP: 44 (6D8 + 6 imp. toughness feat)
AC: 19 (21 vs. Dragons) (10 base, +0 dex, + 9 armor [+1 Full Plate] )
INIT: +0 (+0 dex)
SPEED: 20ft (30ft base, lowered because of Heavy Armor)
GRAPPLE: +10 (+4 BAB, +6 STR)
Venomtooth (+1 Black DragonFang Greatsword)
atk: +12 (+4 BAB, +1 Weapon Focus, +1 Magic, +6 STR)
dmg: 2d6+10 +1acid CRIT: 19-20 x 2 (2d6 weapon, +9 [str x 1.5], +1 [magic], +1acid [dragonfang weapon])
(Min. dmg: 13, Max dmg: 23)
Cold Iron MorningStar
atk: +10 (+4 BAB, +6 STR)
dmg: 1d8 + 9 CRIT: x2 (1d8 weapon, +9 [str x 1.5])
(Min. dmg: 10, Max dmg: 17)
atk: +4 (+4 BAB)
dmg: 1d6 + 6 CRIT: x2 (1d6 weapon + 6 STR)
RANGE: 30 ft.
(Min dmg: 7, Max dmg: 12)
ARMOR: +1 Full Plate
Endurance (Bonus feat as per EvilHalfling's post in the OoC thread. Racial bonus? - +4 bonus on the following checks and save: swim checks to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from forced march, Con checks made to hold breath, Con checks to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold, Fortitude saves made to resist damage from suffocation.
In addition, Grim may also sleep in light *or* medium armor without becoming fatigued.)
Martial Weapon Proficiency: Greatsword (Granted from War domain)
Weapon Focus: Greatsword (Granted from War domain - gives a +1 to attack with Greatswords)
Improved Toughness (1st lvl feat - gives +1 HP per hit die)
Combat Casting (3rd lvl feat - gives +4 bonus on concentration checks to cast or use spell-like ability on the defensive, or while grappling or pinned)
Dragon Hunter (6th lvl feat - gives +2 dodge bonus to AC against attacks made by dragons, and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Also, +2 competence bonus on any opposed check (such as bull rush attempt or grapple check) made against a dragon
skill points - 4 at 1st lvl, 1 per lvl thereafter (-2 int, but always min. of 1)
Concentration: +9 (9 ranks, +0 con)
CASTING ON THE DEFENSIVE: +13 (+15 vs. Dragons) (also used while grappling or pinned, per Combat Casting feat)
Appraise: -2 (-2 int)
Balance: 0 (0 dex)
Bluff: -2 (-2 cha)
Climb: +1 (+6 str, -5 acp)
Diplomacy: -2 (-2 cha)
Disguise: -2 (-2 cha)
Escape Artist: -5 (0 dex, -5 acp)
Forgery: -2 (-2 int)
Gather Information: -2 (-2 cha)
Heal: +3 (+3 wis)
Hide: -5 (0 dex, -5 acp)
Intimidate: -2 (-2 cha... OR a value of +6 if you allow Str to be used for intimidate checks)
Jump: +1 (+6 str, -5 acp)
Listen: +3 (+3 wis)
Move Silently: -5 (0 dex, -5 acp)
Ride: 0 (0 dex)
Search: -2 (-2 int)
Sense Motive: +3 (+3 wis)
Spot: +3 (+3 wis)
Survival: +3 (+3 wis)
Swim: -4 (+6 str, -5 acp x 2)
Use Rope: 0 (0 dex)
ABILITIES: (race and class)
Darkvision - 60ft, Orc blood, Turn Undead, Cleric Spells
Venomtooth (2,650 gp) (+1 DragonBone Greatsword)
Grishnuul (4,000 gp) (Gauntlents of Ogre Power +2)
+1 Full Plate armor (2,500 gp)
Chain Shirt (100 gp)
Cold Iron Morningstar (16 gp)
Javelin x 10 (10 gp)
Dagger (2 gp)
Backpack (2 gp)
Bedroll (..1 sp)
Blanket, Winter (..5 sp)
Candle x 10 (....10 cp)
Case, Scroll (1 gp)
Flint 'n Steel (1 gp)
Grappling Hok (1 gp)
Pouch, Belt (1 gp)
Rope, Hemp x2 (2 gp)
Sack x 3 (..3 sp)
Shovel (2 gp)
Holy Symbol (wood) (1 gp)
Waterskin x 5 (5 gp)
Rations, trail x 4 days (2 gp)
Grim's "Book of Big Words" (Grim studies this book every once in a while to understand the meaning of "big words" such as "annihilate", "disintigrate", and "fascinating". Mainly, it's just another fun role-playing tool. Grim learns new words of a new letter each level he attains. Grim is currently studying words that begin with F.
Light: 173 lbs or less
Medium: 174 - 346 lbs
Heavy: 347 - 520 lbs
Lift over head: 520 lbs
Lift off ground: 1,040 lbs
Push or Drag: 2,600 lbs
War Domain: Free Martial weapon proficiency and Weapon Focus with Deity's favored weapon (Greatsword)
Strength Domain: Can perform a feat of strength as a super-natural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Grimhild worships the very old, and mostly forgotten, god of Strength, War, and Luck - Grishnaak. Grishnaak is Chaotic good, his holy symbol is two deep scars crossing over eatch other in an "X" pattern, and his favored weapon is the greatsword. To fight a battle, wage a war, or perform feats of strength are all fine ways to pay homage to Grishnaak. Any of his worshippers should be capable warriors.
Times per Day: 1 (3 + cha modifier [-2] )
Turning Check: 1d20 - 2 (1d20 roll + cha modifier [-2] )
Turning Damage: 2d6 +4 (2d6 + Cleric level  + cha modifier [-2] )
Spells Per Day
0 level: 5
1st level: 4 + D
2nd level: 4 + D
3rd level: 3 + D
(I'm putting this in sblocks, it's QUITE the long [and hopefully interesting!] read, and this will help conserve on space. )
Last edited by RedSwan78; Friday, 25th February, 2005 at 02:23 AM. Reason: fixed spelling, adding turning section and Endurance feat
Telorrin the Bard casts Cat's Grace by gesturing and singing: "I want chicken, I want liver, meow mix meow mix please deliver!"
Monday, 7th February, 2005, 06:59 AM #5
Novice (Lvl 1)
Aphram - Human Ranger 5/Dragonstalker 1
Neutral Human Ranger 5/Dragonstalker 1
STR: 14 [+2] (6 points)
DEX: 16 [+3] (8 points, +1 lvl)
CON: 12 [+1] (4 points)
INT: 14 [+2] (6 points)
WIS: 12 [+1] (4 points)
CHA: 8 [-1] (0 points)
Hit Dice: 6d8 + 6
Armor Class: 19 (10 base + 3 Dex + 5 Armor + 1 Shield)
- Melee: +8
- Ranged: +9
FORT: +5 (4 Base + 1 Con)
REFL: +9 (6 Base + 3 Dex)
WILL: +4 (3 Base + 1 Wis)
- Bonus Feat
- Bonus Skill Points
- Wild Empathy
- Favored Enemy: Dragons (+4)
- Favored Enemy: Humans (+2)
- Combat Style: Ranged
- Animal Companion: Eagle
- Hunting Bonus
- Point Blank Shot
- Rapid Shot
Skills: 72+7 skill points
Hide +12 (9 ranks, +3 Dex)
Move Silently +12 (9 ranks, +3 Dex)
Spot +10 (9 ranks, +1 Wis)
Listen +10 (9 ranks, +1 Wis)
Survival +10 (9 ranks, +1 Wis)
Search +8 (6 ranks, +2 Int)
Gather Information +3 (4cc ranks, -1 Cha)
Knowledge (arcana) +6 (4cc ranks, +2 Int)
Knowledge (dungeoneering) +4 (2 ranks, +2 Int)
Knowledge (nature) +4 (2 ranks, +2 Int)
Knowledge (geography) +4 (2 ranks, +2 Int)
Climb +4 (2 ranks, +2 Str)
Jump +4 (2 ranks, +2 Str)
Swim +4 (2 ranks, +2 Str)
- Common, Draconic, Sylvan
1st level – (1/day) Resist Energy
-Slightrazor +1 Falchion +9 (2d4+4, 18-20/x2) Of elven design, this falchion’s hilt curves in the opposite direction of the blade, and it’s wide blade is whisper thin. (2375gp, 8lb)
-Cold Iron Light Mace +8 (1d6+2, 20/x3) (25gp, 4lb)
-Silvered Dagger +8 (1d4+1, 19-20/x2) (22gp, 1lb)
-Dragon’s Wing +1 Dragonbone Composite (+2) Longbow +10 (1d8+3, 20/x3, 130 ft.) This composite longbow is crafted from the bones of a dragon’s wing granting it exceptional tensile strength. (2500gp, 3lb)
-Burnt Scales +1 Mithril Chain Shirt This fine mithril shirt has been blackened by an intense fire. (2100gp, lb)
-Darkwood Buckler (205gp, 2.5lb)
Miscellaneous Magic Items
-Quiver of Ehlonna (1800gp)
-Adventurer’s Outfit (0gp, -lb)
-Arrows (400) (20gp)
-Backpack (2gp, 2lb)
-Silk Rope (10gp, 5lb)
-Grappling Hook (1gp, 4lb)
-Everburning Hooded Lantern (117gp, 2lb)
-Waterskin (1gp, 4lb)
-Flint and Steel (1gp, -lb)
-Bedroll (1sp, 5lb)
-Whetstone (2cp, 1lb)
-Trail Rations, 2 days (2gp, 2lb)
Weight Carried: 53.5lb
Remain money: 118gp 8sp 8cp
Aphram is possessed of a lean and hungry look. The way he walks, each foot carefully placed heel-toe, to his slightly crouched stance, legs bent and ready to spring into action. His hair is shaved except for a single braid which runs nearly half of his height, capped with a carved dragon’s tooth. His skin is marred by hundreds of scars, small and large. He wears a mithril shirt, blackened permanently by some sort of intense fire. Strapped to his left arm is a darkwood buckler. Across his back is sheathed an interestingly designed falchion, alongside a longbow crafted from the bones of a dragon’s wing.
Aphram has taken the adage “the only good dragon is one that doesn’t want anything you have,” a step further, “the only good dragon is a dead dragon.” And he takes every chance he can to put his actions to his words. He is viciously pragmatic, and is willing to sacrifice so-called innocents for the greater good, which he affirms as the purging of the dragons. ‘Happy’ to work with others if they think along his lines, and by think he means act. The only happiness which he finds is in sinking blade or arrow in the finishing blow upon a dragon or one of their lackeys.
Growing up in the Green Isles during the systematic extermination and subjugation of his people most assuredly left its mark on the young Aphram. Any chance of pleasant memories were destroyed when his family voiced dissent and was silenced. Those around him who he had considered friends of his and his family merely shut their mouths and forgot.
Being forgotten however has its advantages, and soon there were really none who remembered his family or him. This has in a sense let him walk with a freedom that others could not afford in their own private struggles. He has traveled in this way, his raven hunt driving him onward, for a number of years.
Monday, 7th February, 2005, 12:11 PM #6
Rogue 5/ Sorcerer 1
Hair: Black Eyes: Green
Height: 5’3” Weight: 93 Age: 17
Dex: 16 +3
Int: 12 +1
Cha: 16 +3(4th level)
AC: 17 (10 + 3 Dex + 3 Leather Armor (+1) +1 TWD)
Base attack bonus: +3
Melee: +3 (+6 Finesse) (+7 MW Short Sword/ +5/+5 [1D6])
Sneak Attack +3D6, Evasion, Trapfinding, Trapsense +1, Uncanny Dodge
Two Weapon Fighting
Two Weapon Defense
2 Masterwork Short Swords [620 GP]
+7 or +5/+5 (1D6, 19-20/x2) 4lb
Dagger [2 GP]
+6 (1D4, 19-20/x2) 1lb
+1 Leather Armor (+3 AC) 15lb
-Shadow (+5 hide)
-Silent (+5 move silently)
Skill Points: 10 SP/L R, 4 SP/L S
Disable D: +5(4)
Escape Artist: +9(6)
Gather Info: +7(4)
Move Silently: +15(7)
Open Lock: +10(7)
Sense Motive: +6(6)
Spell Craft: +5(4)
Spells per day 5 lvl 0 / 4 lvl 1
Known Spells 4 lvl 0 / 2 lvl 1
Acid Splash: Orb deals 1d3 acid damage.
Ghost Sound: Figment sounds.
Mage Hand: 5 lb Telekinesis
Open/Close: Opens or closes small or light objects
Sleep – puts 4 Hit Dice of creatures to sleep
Shocking Grasp – Touch Attack, deals 5D6 damage
Equipment: 62 Gold/2 Silver/8 Copper
Masterwork Lock picks (100GP) 2lbs
Water-skin (1GP) 4lbs
Trail rations x5 (2.5 GP) 5lbs
Belt pouch (1GP) ½ lb
Vial of Ink
Flint & Steel
Monday, 7th February, 2005, 05:43 PM #7
Appearance: Velsouvus is a medium height human of heavy build. He wears a finely made white gi with metal threads woven into it and a chain wrapped around his waist.Code:Name: Velsouvus Class: Monk/Cleric Race: Human Size: Medium Gender: Male Alignment: Lawfull Neutral Deity: Vixzu Str: 14 +2 (06p.) Level: 6 XP: 15,000 Dex: 14 +2 (06p.) BAB: +4 HP: 50 (3d8+3d8+12) Con: 12 +1 (04p.) Grapple: +6 Int: 10 +0 (02p.) Speed: 40' Wis: 17 +3 (10p.) Init: +2 Spell Save: +3 Cha: 8 -1 (00p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Wis Total Armor: 10 +1 +0 +2 +0 +1 +3 17 Touch: 15 Flatfooted: 12 Base Mod Misc Total Fort: 6 +1 +1 +8 Ref: 4 +2 +3 +9 Will: 6 +3 +1 +10 Weapon Attack Damage Critical Unarmed attack +7 1d6+3 20/x2 Flurry +5/+5 1d6+3 20/x2 MW Chain +8 1d6+3 20/x2 MW Shuriken +7 1d2+2 20/x2 Languages: Common Abilities: Rebuke Undead, Spontaneous Casting(inflict), Flurry of Blows, Unarmed Strike, Evasion, Still Mind. Feats: Improved Toughness, Practiced Spellcaster, Stunning Fist, Combat Reflexes, Lightning Reflexes Skill Points: 27 Max Ranks: 9/4 Skills Ranks Mod Misc Total Concentration 9 +1 +0 +10 Diplomacy 9 -1 +0 +8 Knowledge(arcana) 4 +3 +0 +7 Sense Motive 2 +3 +0 +5 Tumble 8 +2 +0 +10 Equipment: Cost Weight Bougyo gi 8,000gp 5lb MW Chain 325gp 10lb MW Shuriken(40) 56gp 4lb Wand of Cure light wounds 750gp --- 48 charges Holy Symbol 25gp 1lb Backpack 2gp 2lb Bedroll 1sp 5lb Caltrops(4) 4gp 8lb Sunrod(2) 4gp 2lb Trail Rations(8 days) 4gp 8lb Total Weight:45lb Money: 129gp 9sp 0cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Domains:Death and War Spells Memorised Orisons: Cure Minor Wounds, Guidance, Create Water, Cure Minor Wounds First Level: Obscuring Mist, Shield of Faith, Bless +Magic Weapon Second Level:Bull's Strength, Cure Moderate Wounds(used) +Death Knell Special Equipment Bougyo gi: This cotton gi with metal threads woven through the fabric is enchanted to provide a +1 enhancement bonus to unarmed attacks, armor, and natural armor. It also provides a +1 resistance bonus to all saves. Age: 20 Height: 5'7" Weight: 160lb Eyes: Green Hair: Black Skin: Darkly Tanned
Background: Velsouvus is from a temple on the Green Isles which specializes in training warriors to focus their minds to the task of driving off or destroying the dragons who have usurped control of the Green Isles. Velsouvus has trained at the temple nearly all his life to this point. Originally he was enrolled at the temple as a way to lessen the burden on his family, as the temple does not require a tuition for fit students. As he has trained with the monks of the temple however, Velsouvus has observed the hardship the people in his area of the Green Isles must endure due to the depredations of the dragons, and has adopted the temple's quest as his own, to do whatever necessary to drive the dragons from the Green Isles. After he made this decision, Velsouvus gained a focus almost unrivalled in the temple, shrugging off physical discomfort and injury to train ever harder to master his body and mind. This has made him somewhat unpopular with the other students of the temple, as his ferocity does not allow him to "go easy" on those he trains with. However, it makes him extremely popular with the leaders of the temple, as their purpose is to train dragonkillers, and their greatest shame is those students who selfishly use their teachings for other ends.
Upon graduation he was presented with the temple's Bougyo gi in recognition of his abilities, and in the hope that he would be able to go forth and carry out the wishes of the temple. The Bougyo gi is a powerfull magical item in the form of a thick, long-sleeved shirt with metal fibers woven with cotton which enhances the martial abilities of the wearer in many ways. When the gi is worn the skin of the wearer toughens, especially the striking surfaces used in unarmed combat, this both allows the wearer to avoid damage more easily and to deal out damage more effectively. Due to its special construction and enchantment, the gi itself acts as armor without encumbering the wearer, and it even repels magical attacks directed at the wearer.
Since leaving the temple, Velsouvus has headed toward Cillune’s harbor to seek out news of vunerable dragons and allies to aid in his cause.
Last edited by azmodean; Monday, 13th June, 2005 at 03:57 PM. Reason: Forgot holy symbol
With the power of love.
Possibly by means of a love-powered laser or some such.
Given a choice between adapting your players to fit your campaign, or adapting your campaign to fit your players, always adapt your campaign.
Friday, 19th August, 2005, 10:54 PM #8
Cutpurse (Lvl 5)
Name: Mero Trabant
Alignment: Neutral Good
Appearance/Personality:Code:Str: 9 -1 (4p.) Level: 6 XP: 0 Dex: 12 +1 (5p.) BAB: +3 HP: 26 (1d4+2) Con: 14 +2 (4p.) Grapple: Dmg Red: -/- Int: 17 +3 (13p.) 20 +5 Speed: 20' Spell Res: - Wis: 10 +0 (2p.) Init: +1 Spell Save: - Cha: 10 +0 (0p.) ACP: 0 Spell Fail: - +1 to Int at Level 4 +2 Int from Headband of Intellect Base Armor Shld Dex Size Nat Misc Total Armor: 10 +1 +1 +1 13 Touch: 12 Flatfooted: 12 Base Mod Misc Total Fort:2 +2 4 Ref: 2 +1 3 Will:5 +0 5 Weapon Attack Damage Critical Light Crossbow +4 1d6 19-20 x2 20 Bolts Languages: Auto: Common. Bonus: Draconic, Dwarven, Elven Abilities: Gnome: Low Light vision Gnome: +1 AC / Attack Small size Gnome: +2 save vs Illusions, +1 DC illusion spells Gnome: +2 listen Gnome: +4 AC vs Dragons Gnome: Speak with Animals(Burrowing), Prestigination, Ghost Sound, Dancing Lights 1/day Gnome: +1 attack vs Kobolds and Goblinoids Wizard: Scribe Scroll Wizard: Familiar, Bat Wizard: Alertness Wizard: Bonus Feat Level 5 Feats: Level1: Dragonfoe Level3: Sudden Still Level5: Bonus: Energy Substitution(Electricity) - Complete Arcane Level6: Born of Three Thunders - Complete Arcane Wizard Spells: 0/Level 4/day- All 1/Level 4/day - Alarm, Magic Missile, Silent Image, Ray of Enfeeblement, Orb of Sound-Lesser, Orb of Cold-Lesser, Mage Armor. 2/Level 4/day - Alter Self, Mirror Image, Spectral Hand, Scorching Ray, Resist Energy, Scale Weakening 3/Level 3/day - Dispel Magic, Fireball, Vampiric Touch, Magic Circle Vs Evil, Leomunds Tiny Hut Skill Points: 48 Max Ranks: 9/ Skills Ranks Mod Misc Total Concentration 9 +2 11 Craft(Alchemy) 8 +5 +2+2 17 Decipher Script 2 +5 7 Knowledge(Nature) 5 +5 10 Knowledge(Arcana) 9 +5 14 Listen(cc) 1 +0 +2+3 6 Spellcraft 9 +5 +2 16 Spot(cc) 0 +0 +2 2 Use Magic Device(cc) 2 +0 2 Equipment: Cost Weight Scrolls Scribed to Spellbook - 1250gp Wand of Shocking Grasp 1d6 50charges 750gp 1 Bat Familiar 100gp - Light Crossbow 35gp 4 20 Bolts 2gp - Spellbook (44pages used) 15gp 3 Artisans Tools 55gp 5 Waterskin 1gp 1 Consolidated Magic Item: Mero's Open Palm - Gloves - Hewards Handy Haversack - 2,000gp - Headband of Intellect +2 - 4,000gp - Bracers of Armor +1 - 1,000gp - Spell Component Pouch - 5gp - Continual Flame - 20gp+50gp material - 8lb total Total Weight:21 Money: 17gp Lgt Med Hvy Lift Push Max Weight: 25 26-55 56-80 160 400 Bat HP:13 AC:19 Touch:16 FlatFoot:17 Init:+2 Speed:5' Fly:40' Saves: Fort:2:Ref:4:Will:7 Blindsense 20', Low Light Vision, Imp. Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master. Hide:14 Listen:8 MS:6 Spot:8 Age: 125 Height: 3' Weight: 40lb Eyes: Pale Blue Hair: Light brown hair and short beard Skin: Brown
Mero stands at a respectable 3' tall. His skin is a light brown, almost matching the color of his close cut hair and beard. He wears simple cut cotton clothes dyed in bright reds and yellows. When traveling he wears a massive cloth hat almost the size of an umbrella. His familiar often clings to his head as he scampers about looking like an oversized hair comb. It provides him with sage advice regarding who still owes a tab, who is a poor tipper, or who has had enough to drink. Most of the time his clothing smells of strong beer or strange alchemical substances. He is kind and helpful, but his pranks often win him the ire of his victims. After years of running the tavern he openly greets strangers and gives them a chance to reveal their nature. Though if his patrons prove themselves to be trouble he is quick to have them thrown out.
Mero grew up in his hometown with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of wizardry. While she taught him how to use and control powerful magical forces, she tempered his learning by teaching him responsibility, discipline, and morality. Age took her life far too soon and Mero was forced to continue his research on his own in his spare time. Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to study more powerful magics until one day he can create a divination that will reveal the truth. In the meantime he runs his mother's tavern and makes a good living making the finest alcoholic drinks for miles around.
Mero's Open Palm -
Mero first saw his grandmother's gloves when he was a mere child. He knew little of magic at such a young age, but he knew that his grandmother prized them so they must be fun. Stealing quietly into her room one day, he snatched them up and put them on. As he flexed and waved his arms, pretending to be an arch magus, the household cat sauntered into the room to watch his shenanigans. Reaching down to pet the cat he suddenly yelped in fright as the cat disappeared under his touch. Panicking, he tore at the gloves trying to get them off. While shaking them in the air, the cat suddenly reappeared in his hand and was flung across the room. He was stunned by the disappearing/reappearing cat trick. A slow, mischievous grin spread over his face as he looked out the window into the farmyard. That night at dinner he quietly slipped on the gloves and shook them under the dinner table. 3 frightened geese appeared and started tearing around the room, flapping their wings and honking loudly! As everyone else scrambled to catch the wayward animals, Mero squealed with laughter over and over. He was grounded for 3 weeks after that incident.
His grandmother was a wizard of local renown. Ever a practical woman, she crafted the gloves after a battle with another caster that left her belongings burnt to ashes. Resolving to find a way to keep her belongings in one place that she could protect, she began crafting the Open Palm. She combined all the aspects that are important in day to day adventuring; storage, armor, abilities, spell casting, and visibility. She designed them so the owner need only touch both palms together as if in prayer, think of the item stored within, and pull her hands apart to cause it to appear. Untying a leather flap on one glove reveals a section of of the palm that glows from the effect of a Continual Flame spell. Before she passed, she bestowed the gloves on a tearful Mero, reminding him not to keep any more animals inside.
Last edited by SelcSilverhand; Saturday, 20th August, 2005 at 12:04 PM. Reason: fixed formatting
Sunday, 28th August, 2005, 08:39 PM #9
Encumberance With backpack Medium, Without: LightSpoiler:
Description: Gerryt is a thin man who looks like he could fall over from exhaustion at any moment. Is soul is weary from the years of influence the accursed ring he wears has had on him, though the ring itself seems to drive him with unholy energy. His eyes are sunken deep in his head and bloodshot, his skin very pale. Black stubble seems to perpetually darken his face and his long hair is always pulled back. His right hand is blackened and burnt, and on his ring finger is a ring apparently carved of shiny black volcanic rock with small, lustrous rubies set into it. Gerryt's clothes are fairly nice, and occasionally the tinkle of chain can be heard beneath his doublet and cloak. He wears a sword on one hip, and a small crossbow slung over his shoulder on a strap.
Background: Gerryt was just a simple theif in a town full of simple theives. No mistake about it, he was pretty good...but not great. He would involve himself in petty larcenies on a regular basis, sometimes alone, many times with others. Through one of these small-time heists he met a man named Garrin. Garrin worked for another man, one he merely called "Master." Garrin's master needed an outside man to steal a ring from the home of an antique dealer. A ring of historical significance the antique dealer didn't know the value of...or so Garrin's master said. Gerryt took the job, as the pay was ridiculous for a little minor sneak and grab job. The whole thing went smoothly. Of course, carrying the ring was easier on his finger...so that's where it went. Gerryt didn't think twice about it until he made the rendevous with Garrin and the ring wouldn't come off. Garrin, thinking he was being cheated tried to take the ring from Gerryt. Gerryt blacked out, and the next thing he knew, he was sitting in pools of Garrin's blood and entrails...it was obvious that somehow, Gerryt had torn the other man limb from limb.
That night, the nightmares started. Over the years Gerryt has been getting less and less sleep, his body has slowly been wasting away. Some nights are better than others, but on the worst night...Gerryt gains power. Slowly he's discovered these new powers granted by the entity in his nightmares...the powerful blasts that char and blacken his hand, the blood-vessel popping ability to see in utter darkness, the ability to create a forcefield of energy that warps the relaity around him. Gerryt left the town in which he'd lived his whole life, seeking a way to control his powers, and fearing that Garrin's Master would one day find him, and want the ring back. The ring that Gerryt is quite sure won't come off...unless he's dead.
The Ring of Kher-Hazhad: This ring was stolen by Gerryt from a rich collector of antiquities. Gerryt put it on and has, as of yet, been unable to remove it. It grants him increased nimbleness and allows him to manipulate small objects from far away, as if he were using his own hands. He is quite sure that it is tied to some dark entity...a demon or ghost of some description...that has been haunting his dreams and subconsciously teaching him horrible things that have been granting him great power. He knows his power is evil, yet he can't rid himself of it. He is constantly trying to master this dark power and use it for ultimate good (and if he gains personally from it? Then so much the better!)
Personality: Gerryt is always seems upset or slightly distracted. He rarely approaches anything directly, though once he's in a situation he rarely backs down from it. He never has gotten over the way his body and sanity has begun to waste away while his mind and powers grow to inexplicaple and unusual degrees. He trusts and follows those of clear martial bent, and is willing to die for his friends...so long as they don't order him to do it.
Last edited by ShaggySpellsword; Tuesday, 18th October, 2005 at 03:40 PM.
Saturday, 17th December, 2005, 01:02 AM #10
Thaumaturgist (Lvl 9)
Juvenile Fearl Copper Dragon, Medium
Move 40, Fly 150(poor) Burrow 10,
HD 11d12+22 (120hp)
Str 20, dex 12, cn 15, int 8, wis 10, Chr 14
AC 23 (+12 NAC, +1 dx) BaB+11/+15
Bite +16 (1d8+5) 2 claws +14(1d6+2) / 2 wings +10 (1d4+2)
Feats: Multiattack, Wingover, PA, Practiced Caster, Improved Initiative.
Skills Listen +12, Kn Arcane 4, Concentration 11, spot 12, Kn Engineering 4
Breath DC 17 line of acid. 8d4 60’ range
Gaze DC 17 daze 1d6 rounds – recover will save as full round action.
Sorcerer 5th Clvl 9: Unseen Servant, Grease, mage armor, Chill touch, Alarm ,
2nd – Bull Str, See Invisibility, Shatter
Prepared dragon – AC 27 (-5 scale weakening) = 22 touch 15
Bite +16 (1d8+9) 2 claws +14(1d6+5) and +14 (2d6+5 &*) 2 wings +10 (1d4+5)
*chill touch DC 13 fort or -1 str (on 9 attacks)
default PA = 2
Spiritpense is very concerned with the world of life after death. She believes that there are spirits all around her, helping her and talking to her. She is completely open to otherworldly influences and as a result has no Spell Resistance.