[RG] Aundair's Sorrow (Closed)





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  1. #1
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    [RG] Aundair's Sorrow (Closed)

    Rogues Gallery for a slow Eberron PbP game called 'Aundair's Sorrow'.

    Post your characters here.
    Please sblock your Character Histories, and Description but leave the character stats out in the open. Please use spacing,

    colors, and bolding to make them easier to read.

    Character Creation (once we get there)
    Use the following stats: 18, 16 14, 14, 12, 10 to generate characters. Use any of the Complete Books, I only have Races of Stone and Races of Eberron, and a lot of the Forgotten Realms stuff. Anything WotC is OK. Ask for anything else.

    Max Starting HP's and Max starting gold to keep it simple.

    House Rules of note:

    Once a class skill always a class skill.

    Leveling: I will just hand out levels when it is time and not worry about keeping track of Experience Points.


    Associated Threads

    Rogues Gallery
    IC Thread
    OOC Thread

    Original Starter Thread

    Thanks guys!
    Last edited by FreeXenon; Wednesday, 30th November, 2005 at 02:59 PM.
    PBP Games I'm In/Run

    Shemeska's Planescape Story Hour

    And you got a sandwich out of it too.Nisha said. “Our sandwiches come with attempted assassination plots. New sales gimmick!

    "Chuck Norris is the reason Ilmater suffers."
    by Simplicity in thread "Humor - Chuck Norris to be in the 4e Core Pantheon"

    "English is not nice, comfy, orderly language. As others have noted - in dark alleys, it mugs other languages and rifles through their pockets for loose grammar. Do you think that after committing such molestation that English is going to be particularly prissy about where it sticks which plural?"
    by Umbran in Non-d20 - Origin of Slang Term "Boni"? (post 24)

 

  • #2
    Sheilika

    Female Human Soulknife 3


    Alignment: Chaotic Neutral
    Size: Medium
    Type: Humanoid
    Base Speed: 30
    Space: 5 ft.
    Reach: 5 ft.

    Str: 14 (+2) [14base]
    Dex: 18 (+4) [18base]
    Con: 16 (+3) [16base]
    Int: 12 (+1) [12base]
    Wis: 14 (+2) [14base]
    Cha: 10 (+0) [10base]

    HP: 34 (3d10 + 9Con) [10 + 5 + 10 + 9]

    AC: 20 (10base + 4dex + 4armor + 2shield) / 14 / 16
    AC penalty: -2

    Fortitude: +5 (1base + 3con + 1resistance)
    Reflex: +7 (3base + 4dex + 1resistance)
    Will: +6 (3base + 2wis + 1resistance)

    Init:
    +4 (4dex)

    Base attack bonus:
    +2

    Attacks:
    MindBlade: +7(+5) (2base + 4dex + 1focus(-2two-weapons)), 1d6+5 damage, Threat 19-20/x2, Range 30 ft.
    +1d8 Psychic Strike
    Heavy Wooden Spiked Shield: +6(+4) (2base + 4dex(-2two-weapons)), 1d6+5 damage, Threat 20/x2

    Skills:
    Skill points: 36
    Max Skill Ranks: 6
    Autohypnosis: 8 (6ranks + 2wis)
    Climb: 6 (6ranks + 2str - 2AC)
    Concentration: 9 (6ranks + 3con)
    Jump: 8 (6ranks + 2str + 2synergy - 2AC)
    Listen: 8 (6ranks + 2wis)
    Tumble: 10 (6ranks + 4dex + 2synergy - 2AC)

    Feats:
    Human Bonus - Two-Weapon Fighting
    Soulknife Bonus - Weapon Focus (MindBlade)
    Soulknife Bonus - Wild Talent
    Lvl 1 - Improved Shield Bash
    Lvl 3 - Weapon Finesse

    Languages:
    Common
    Elven

    Equipment:
    MW Chain Shirt 250gp 25lb
    MW Heavy Wooden Shield 157gp 10lb
    Shield Spikes 10gp 5lb
    Cloak of resistance +1 1000gp 1lb
    Backpack 2gp 2lb
    In backpack:
    Flint and Steel 1gp
    Belt Pouch 1gp 1/2lb
    Trail Rations x4 2gp 4lb
    Waterskin 1gp 4lb
    Potions of Cure Light Wounds x4 200gp
    Potion of Enlarge person 250gp
    Potion of Bulls Strength 300gp
    Heavy Warhorse 400gp
    Military Saddle 20gp 30lb
    Bit and Bridle 2gp 1lb
    Saddlebags 4gp 8lb
    In Saddlebags:
    Feed x4 2sp 40lb
    Bedroll 1sp 5lb
    Winter Blanket 5sp 3lb
    Grappling Hook 1gp 4lb
    Bullseye lantern 12gp 3lb
    Oil, 4 pints 4sp 4lb
    Silk Rope 10gp 5lb
    Empty Sack x4 4sp 2lb
    Tent 10gp 20lb
    62gp 34sp

    Total weight carried: 51,5 lb
    Total weight on horse: 125 lb

    Proficiencies:
    Simple Weapons
    Light Armor
    Shields (Not tower)



    Info
    Spoiler:

    Sheilika is a young girl from the continent of Sarlona. What she does on Khorvaire is not known. In fact, she is not entirely sure why she is there herself. She was brought up in a noble family totaly devoted to The Inspired. When she was about ten years of age, her first psychic abilities started to show. At first, she did not think any of it, her parents were both acomplished psions, after all. It was not untill her twelth year that she realized that her abilities differed from her parents. Where they were able to do all sorts of things, what Sheilika was able to do was bring forth a small dagger out of nothingness. She tried to hide the fact from her parents, embarrassed that she would never become as good as they were to manipulate the forces of the mind. At fifteen she ran away. That was when she met Moulan, an agent of The Thousand Eyes. She was taken under Moulans wing, and soon she was able to control her powers over her MindBlade (as Moulan said it was called) more properly. Now, at age ninteen, Moulan took her to Khorvaire, presumably on a quest for The Thousand Eyes. Moulan left her to her own a few weeks ago, telling her "Stay put dear Shei. I will be back soon, and then we will do what is needed of us. Be safe." But she did not come back, and Sheilika is now on her own.

    The young girl usually wears clothes of dark purple, bordering on black. Her dark hair is cut short, and her eyes are usually downcast around strangers. She is shy and not talkative with people. With the few people she considers her closest friends (Like Moulan), she is as an open book, though. For her friends, she would do anything. In combat, she still got a lot to learn; her training with Moulan was far from finnished when they left Riedra, but she tries her best.

    Co-op background: Tullia and Boarhide was pursuing a mark and stumbled upon poor Shei on accident.... The city has been plagued the last week by a series of ugly murders. Several young girls were found, slayed in their own beds, all across the city. The murderer had marked Shei as his next victim, and she would be, if not for Tullia and Boarhide coming to rescue in the very last moment.
    Last edited by AmorFati; Sunday, 16th October, 2005 at 08:23 PM.
    Eye for an Eye

  • #3
    CHARACTER SHEET

    Code:
    Name: Tullia Azeer
    Classes: Ranger/Rogue      Levels: 2/1
    
    Alignment: LG 
    Deity: Altua (CW)
    
    Race: Human                Height: 5'11"
    Size: Medium               Weight: 140lb
    Gender: Female             Eyes: Hazel w/ gold flecks
    Age: 20                    Hair: Dark Brown
                               Skin: Light brown
    
    Str: 12 +1      CL: 3           XP: 3,000
    Dex: 18 +4      BAB: +2         HP: 28 (2d8+1d6+9) 
    Con: 16 +3      Grapple: +3     Dmg Red: XX/XXXX
    Int: 14 +2      Speed: 30'      Spell Res: XX
    Wis: 14 +2      Init: +4        Spell Save: +X
    Cha: 10 +0      ACP: -0         Spell Fail: n/a
    
    AC:       Total    Base  Armor Shld   Dex  Size   Nat  Misc
    Armor:      18      10    +4    +0    +4    +0    +0    +0
    Touch:      14              
    Flatfooted: 14
    
    SAVES:         Total Base  Mod  Misc
    Fort:  +7        3    +3    +1       
    Ref:   +10       5    +4    +1       
    Will:  +3        0    +2    +1       
    
    Weapon                  Attack   Damage     Critical    Special
    Battleaxe                +3      1d8+1            x3    +1d6 (Sneak attack)
    Composite Longbow (110') +8      1d8+1        20 x3     +1d6 (Sneak attack)
       -Point Blank          +9      1d8+2        20 x3     +1d6 (Sneak attack)
    
    Languages: 
    Common 
    Dwarven 
    Giant
    
    Abilities: 
    Weapons: All Simple and Martial
    Armor: Light and Shield (not Tower)
    Favored enemy: Humanoid (human)
    Wild Empathy
    Sneak Attack: 1d6
    Trapfinding
    
    Feats: 
    1H:  Weapon Focus (Longbow)
    1R:  Track
    1:   Point Blank
    1DM: Urban Tracking
    2R:  Rapid Shot
    3:   Precise Shot
    
    (H=Human Bonus Feat, R=Ranger Bonus Feat, DM=DM gift feat)
    
    Skill Points: 54       Max Ranks: 6/3
    Skills                Ranks  Mod  Misc  Total
    Gather Information	5    +0          +5
    Hide			6    +4          +10
    Knowledge(Dungeon)	5    +2          +7
    Knowledge(Geography)	5    +2          +7
    Knowledge(Nature)	5    +2   +2     +9  [Synergy:Survival]
    Listen			6    +2          +8
    Move Silently		6    +4          +10
    Spot			6    +2          +8
    Survival		5    +2   +2      +9 [Synergy*]
    Use Rope		5    +4           +9
    
    * - Synergy for Survival comes from Knowledge(Dungeoneering/Geography/Nature).  
        I assume that between those three Tullia will almost always be in a 
        position to receive a minimum of a +2 synergy bonus.  Therefore, I 
        put in in to help me remember. 
    
    Equipment:                    Cost    Weight
    Traveler's Outfit             1 gp         -
    Mithril Chain Shirt        1175 gp   12.5 lb  [Masterwork]
    Battleaxe                    10 gp    6.0 lb
    Composite Longbow           530 gp    1.5 lb  [Darkwood, STR +1, Masterwork]
    40 Arrows                     2 gp    6.0 lb
    Cloak of Resistance +1     1000 gp         -  [+1 to all saves]
    Wand of CLW                 750 gp         -  [Cost split between Boarhide and Tullia]
    Potion of CLW x3            150 gp
    Backpack                      2 gp    2.0 lb
    -Silk Rope                   10 gp    5.0 lb
    
    Light Warhorse (Maxillian)  150 gp         -
    Saddlebag                     4 gp    8.0 lb
    
    Total Weight:33 lb    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43    86   130   130   750
      
    Money: 478 gp     0 sp     0 cp


    CHARACTER BACKGROUND


    Tullia grew up, daughter of Maximus and Lucia. Her father was trained in the military and was often away on foreign campaigns. As a result, Tullia learned loyalty and respect for those around her that deserve such honors. She also grew to respect her father's work greatly and at every opportunity she practiced swordplay beside him.

    Tullia never took to the traditional feminine tasks that her mother so greatly enjoyed. She could cook, but she found she liked food best out in the open with a campfire. She could clean, but she much preferred to keep watch over the woods around her hometown. She could even be around her younger siblings, but she often grew impatient with their childish antics. Since she didn't take to the life of a housewife, when she was old enough she joined a militia training squad to improve upon her martial prowess.

    When she was in training, she found that she had a knack for pursuing criminals. She was not only good at it, but she enjoyed it with great enthusiasm. Few things in life gave her as big of a thrill as to be assigned to hunt a criminal down and bring them into justice. Occasionally, she would be assigned to a military regiment and do field work, but even there her heart longed to be back in her homeland hunting down those who went against the law. She didn't really much care about the rewqrd either - for her it was all about the chase and the hunt. It was for the safety of the people that she worked. And it was clearly for the adrenaline rush that came when she would charge down a foe and jump headlong into their back to bring them down to the ground. When they were hogtied and safely captured, she loved the satisfactory feel of a job well done.

    One day, however, she was assigned to hunt down Baylick the One-eyed. Baylick was a sorcerer of some sort, and she knew that magic was not her strong suit in life. She never really grasped it, but she did not hate it either. She treated it as something for which she had little understanding. She knew magic to be a great power - but still a power outside her grasp. As she pursued Baylick, it became quite obvious that he was using magic to evade her. Just when she would draw close, he would give ehr the slip and she would have to start from scratch. Eventually the bounty ran out on Baylick and she had to give up chasing him and turn to other matters. But to this day the thought that she had been outwitted by Baylick haunts her. It is the one blemish upon her sparkling record, and she longs to make amends one day. She longs for that day, but realizes that she must continue to work as well. The time for Baylick would come ... but now there were others to hunt. Others who had committed crimes against society. That was where her focus now rested.

    Since her struggles agaisnt Baylick, she has improved her tactics in three ways. The most noticeable method for improving her style was the acquisition of Maxillian. Shortly after her failed attempt to capture Baylick, tulia's brother Baylick wrote a letter to her reporting that one of the commanders for the army he was fighting has managed to escape. When she brought the matter to the attention of her own commander, the commander dispatched her with a small party to hunt down this missing enemy commander. When they captured him, Tullia noticed that he had a horse with him. She acquired the horse once her own party had returned the enemy commander to their our superiors. With the reward from capturing the enemy commander, she purchased this lovely horse. Unfortuantely, the horse was too large and unweildy for her need for steal. It pained her to lose such a prize, but she eventually sold the horse and purchased one more to her liking. This horse, Maxilian, has been with ehr ever since. The horse has become quite accustomed to dragging hog-tied captives home after Tullia has snagged another mark.

    The second acquisition is the purchase of a new bow. This particular bow is made out of a very deep brown colored wood and the images of leaves has been burned up and down the shaft of the bow. The craftmanship is remarkable, but Tullia appreciates it for its slightly stronger than normal draw. Of course, it is almost remarkable how this bow feels nearly half its weight over a regular composite longbow.

    The third addition is the cloak she curently wears out when she adventures. She received the cloak as a gift from an old mage who hired her to capture an enemy mage's familiar. For her incredibly successful effort, the mage produced a wonderful cloak and told her to wear it. The mage said it would help to protect her from those who would attempt to affect her magically. Tullia believed the words of the old mage and has never left on a quest without it.

    Of course, her background would not be complete without a mention of her traveling companion, Boarhide. Tullia’s second toughest mark to capture - behind Baylick who has still avoided her - was a man called Boarhide. He was a savage from the northern forests, and had been accused of brutally murdering a man in a local village. Tullia was offered the reward to find him and bring him to justice. He proved to be a tenacious mark, staying a step ahead of her, trying here with various tricks, trying to tire her out, and leading her through dangerous terrain. But Tullia was a determined hunter and found satisfaction in this chase, especially as she did catch him eventually. Boarhide had been trying to lead her into the liar of a dire bear, but awoke him accidentally. The bear and man were locked in a savage battle and though Boarhide fought with the same ferocity as the bear, the man was losing. Tullia’s came to his rescue (she didn’t want to lose her mark to a bear!) and her barrage of arrows finally dropped the beast. When Boarhide awoke he was tied up and Tullia was tending to his wounds. Knowing he was defeated, he said he owed his life to her and would submit to her will. Tullia lead Boarhide back to the village, but on the way she was curious about this mark who so easily submitted once caught. She was curious especially because it was obvious from his stature he could probably break the ropes that bound him. In her questioning of him she saw inconsistencies in Boarhide’s tale and from his earnest expression and other clues from the scene, determined he was not the true suspect. She also determined that he was most likely a scapegoat for the village mayor’s son.

    Tullia knew that for Boarhide to be truly free, someone would need to prove his innocence. Together they set out to do just that, reconstructing the events. As they proceeded, they found glaring discrepancies not only in the way the man was murdered, but many things that demonstrated that Boarhide couldn't have been the killer. After many great debates with the town officials, they had to agree that Boarhide was innocent and free to go. Tullia bid Boarhide farewell and fully intended to leave alone in search of another bounty to collect. However, Boarhide said that he owed her his life and that he had to re-pay the debt. Tullia preferred to work alone, and simply ignored Boarhide. Boarhide followed her wherever she went though, which was not easy. He lost her many times, but as she would answer bounties he would find her at the collection stations. Boarhide did finally get the chance to repay his debt, however. Tullia had been tracking a local thief and was surprised by his whole gang. It was getting dicey for her when Boarhide came charging in - scattering the thieves like rabbits from a wolf. After that Tullia found that perhaps she could use a partner, especially one with a huge axe. Boarhide can’t quite keep up with her, but is better than many at trying to.

    Tullia has learned to appreciate his company, and they now both realize that they can accomplish more together than they can apart. It has taken some time, but Tullia has even learned to depend on Boarhide's skills in pursuing her mark. In turn Tullia has taught Boarhide how to use a bow - as well as the patience to not charge everything but instead to actually use it once in a while.
    Last edited by Nonlethal Force; Wednesday, 16th August, 2006 at 04:45 AM.
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  • #4
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    Telas the Rat
    Goblin Wizard 3 of Droaam


    Background: Born the chief’s daughter to the Delathua Tribe of goblins in the region that would eventually become Droaam, Telas quickly realized he was not like other goblins. He was the smartest and the quickest of his family, but more importantly, he was the least ambitious. He spent most of his time away from the encampment, practicing his craft away from the squabbling and infighting in the tribe. When the tribe called upon Telas to fight, he did so without complaint, serving his father in the strikes against the Brelish troops along the Graywall Mountains. It was difficult, however, to avoid gaining a reputation of being ‘too smart for his own good’. By the time the Daughters of Sora Kell came to rules the land, declaring Droaam a sovereign nation, he was practically a pariah among his kind. Between his superior intellect and habit of associating with rats, his tribe barely paid attention to Telas when they didn’t need his spells.

    Eventually he was called to serve the Daughters at the capital, and served well during a bloody raid against a rebellious Orc tribe that threatened the newly forged nation. He caught the eyes of Sora Katra, who noticed his intelligence and sense. After meeting the wizard, she decided to send him amongst the world in an attempt to learn more about the people of the Five Nations. She hoped that other nations would see Telas as representative of the new sort of humanoid from Droaam. He was confused in the outside world initially, but has taken to his task with relish, traveling the breadth of Khorvaire. He has worked with many masters in his travels, serving as everything from a pet wizard to a Brelish merchant prince, a catcher of rats for a restaurant in the deepest levels of Sharn, and a scout and interpreter for a caravan moving finished goods from Breland to Darguun.

    But Telas faces a dilemma. Even though his scheduled return to Droaam is still one year off, he is already having doubts about returning. He has grown to love the lifestyle of travel, and is glad to be away from the constant squabbling and racket of the goblin tribes.

    About this character: Telas is much more intelligent and wittier than most people expect, and he is more than willing to take advantage of this. He lives his life day to day, not concerning himself with what is to come beyond the moment, but often stays up late into the night, gazing at the stars and dreading the day he will have to betray his true master, Sora Katra. Telas is very loyal to his companions, and is willing to sacrifice his well-being to help other party members. He still has trouble understanding the laws of the lands he travels in, having been raised in a society where only might makes right, but he has grown to respect the way that other people live. He has recently started paying attention to religion for the first time. Droaam has little need for religion, and Telas is fascinated with tales of the gods, having never heard even the most widely-known stories. He does have a somewhat alien mindset compared to others he meets, often spending more time talking to Skree than his companions, and his fascination with rats of all sizes and varieties is very disconcerting to those who think of them as the vile, filthy animals they seem to be.

    Appearance: Standing a mere three feet tall and weighing only 40 pounds, Telas is very small, finding it easy to avoid the eyes of the bigger folk. His skin is a leathery dark orange, highlighted at the tips of his nose, fingers, ears, and toes with lighter hues. He wears a loose fitting robe that hides a wicked-looking curved dagger and a multitude of small pockets to hold the items needed to cast his spells. The robes have seen better days, the cotton is now worn through in some spots and a dull creamy tint has replaced what was once white. Telas normally wears a wide-brimmed conical hat of bamboo in the eastern style. His familiar, a rat named Skree, is often found crawling over his back and arms. His spell book is a loosely-bound collection of spells he has gathered, with stray pages poking out from the edges. A line of ivory scroll cases lines his belt, and a series of small glass bottles hang from a bandolier across his chest.

    Stats
    Str: 8
    Dex: 18
    Con: 14
    Int: 18
    Wis: 14
    Cha: 10
    AC: 15 (10 base, +1 Size, +4 Dex)
    HP: 15 (6+4+5)
    Alignment: CN
    Saves:
    Fort +5 (+1 Wizard, +2 Con, +2 Familiar)
    Ref +5 (+1 Wizard, +4 Dex)
    Will +5 (+3 Wizard, +2 Wis)

    Attacks:
    Dagger +1 (+1 Base, -1 Str, +1 Size) for 1d4-1 damage, thrown +5, 10 range
    Grapple -3 (+1 Base, -1 Str, +1 Size, -4 Size)

    Skills
    Skill Points: 24+6+6= 36
    Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Appraise +4
    Balance +4
    Bluff +0
    Climb -1
    Concentration* +8 (6 ranks, +2 Con)
    Craft* +2
    Decipher Script* +10 (6 ranks, +4 Int)
    Diplomacy +0
    Disguise +0
    Forgery +4
    Gather Information +0
    Handle Animal +3 (cross class, 3 ranks)
    Heal +2
    Hide +10 (+4 size, +4 Dex, +2 Stealthy feat)
    Intimidate +0
    Jump -1
    Knowledge (Arcana)* +8 (4 ranks, +4 Int)
    Knowledge (Local)* +6 (2 ranks, +4 Int)
    Knowledge (Nature)* +6 (2 ranks, +4 Int)
    Listen +4 (+2 Wis, +2 Alertness from familiar)
    Move Silently +10 (+4 racial bonus, +4 Dex, +2 Stealthy feat)
    Perform +0
    Profession* +2
    Ride +8 (+4 Dex, +4 racial)
    Search +4
    Sense Motive +2
    Spellcraft* +10 (6 ranks, +4 Int, additional +2 re: Conjuration spells)
    Spot +4 (+2 Wis, +2 Alertness from familiar)
    Survival +2
    Swim -1
    Tumble +6 (cross class, 2 ranks, +4 Dex)

    Feats:
    Stealthy (1st level feat, +2 bonus on all Hide checks and Move Silently checks)
    Scribe Scroll (1st level Wizard bonus)
    Augment Summoning (3rd level feat, summoned creatures have +4 enhancement bonus to Strength and Constitution)
    Research (free feat, use your knowledge skills to extract information from books, scrolls, and other repostiories of facts and figures)

    Spoiler:
    This feat expands the way you can use the Knowledge Skills. IT allows you to use a Knowledge Skill to navigate alibrary, and office filing system, a chroniclers repository, or a churches records storage cell in order to discover information. You must be able to read the language the texts are written in to research them.

    Research a Topic: Given enough time (usually d4 hours though the DM can increase the time based of the amount of material you are examining) and a successful skill check DC 10, you gain a general understanding of t e topic that you are researching. This assumes that the information that you are seeking exists within the materials you are researching. The higher the check result, the better and more detailed the information (to the extent available withing hte source material).

    Examining Records: Examining books or records to get a general sense of what is in them takes time. skill, and some luck. Find a stack of ledgers in an alchemists lab? Discover records in a crime lord's hideout? Locate files pertaining to taxes collected by the city? To get a general sense of the information contained within and whether ir not you can use it you must make a Research check using the most appropriate knowledge skill. The DC depends upon the complexity of the code or filing system used.

    Code:
    Code 
    Complexity Knowledge DC  Time Needed
    Basic      10              1d4 hours
    Simple     15              1d4+1 hours
    Moderate   20              1d4+2 hours  
    Complex    30               1d4+4 hours


    Racial traits:
    -2 Strength, +2 Dexterity, -2 Charisma.
    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 ¾ those of Medium characters.
    A goblin’s base land speed is 30 feet.
    Darkvision out to 60 feet.
    +4 racial bonus on Move Silently and Ride checks.
    Automatic Languages: Common, Goblin. Bonus Languages chosen: Draconic, Giant, Gnoll, Orc.

    Spellcasting
    Specialized school: Conjuration, giving up illusion and necromancy
    Spells per day: 4/3/2, plus a bonus Conjuration spell each level.
    Spellbook:
    0 level- Save DC 14
    Resistance: Subject gains +1 on saving throws.
    Acid Splash: Orb deals 1d3 acid damage.
    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Dancing Lights: Creates torches or other lights.
    Flare: Dazzles one creature (-1 on attack rolls).
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.
    Mage Hand: 5-pound telekinesis.
    Mending: Makes minor repairs on an object.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.
    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Prestidigitation: Performs minor tricks.
    1st level- Save DC 15
    Grease: Makes 10-ft. square or one object slippery.
    Mage Armor: Gives subject +4 armor bonus.
    Mount: Summons riding horse for 2 hours/level.
    Obscuring Mist: Fog surrounds you.
    Summon Monster I: Calls extraplanar creature to fight for you.
    Unseen Servant: Invisible force obeys your commands.
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Sleep: Puts 4 HD of creatures into magical slumber.
    2nd level- Save DC 16
    Levitate: Subject moves up and down at your direction.
    Summon Swarm: Summons swarm of bats, rats, or spiders.

    Familiar:

    Skree~ Rat Extraordinaire
    Size/Type: Tiny Animal
    Hit Dice: 3d8 (7 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 16 (+2 size, +2 Dex, +2 Familiar), touch 16, flat-footed 14
    Base Attack/Grapple: +1/-12
    Attack: Bite +4 melee (1d3-4)
    Full Attack: Bite +4 melee (1d3-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2
    Skills: Balance +10, Climb +12, Hide +16,
    Move Silently +12, Swim +10
    Feats and abilities: Stealthy, Weapon Finesse, Improved Evasion, share spells, empathic link, deliver touch spells

    Gear:
    Scroll of Alarm x2 50 gp
    Scroll of Char Person x2 50 gp
    Scroll of Disguise Self x2 50 gp
    Scroll of Endure Elements x2 50 gp
    Scroll of Expeditious Retreat x4 100 gp
    Scroll of Feather Fall x2 50 gp
    Scroll of Floating Disc x2 50 gp
    Scroll of Summon Swarm x2 300 gp
    Scroll of Protection from Arrows x2 300 gp
    Scroll of Locate Object 150 gp
    Scroll of Knock x2 300 gp
    Scroll of Disguise Self x2 300 gp
    Potion of CLW x8 400 gp
    Potion of Mage Armor x8 400 gp
    Dagger
    Scroll case x 5
    Three days of food and water
    Parchment (10 sheets), Ink, and inkpen
    Backpack 2gp
    Bedroll 1gp
    Winter Blanket 1gp
    Candle x5 1gp
    Flint and Steel 1gp
    Belt with 5 pouches 1gp
    Spell Component pouch 5gp
    Silk rope, 50 feet 10gp
    Torch x2 1gp
    Waterskin 1gp
    101 gp
    Last edited by Bobitron; Thursday, 1st December, 2005 at 01:52 PM.
    Please, Kermie, don't hurt 'em.

    Kaela, from A Lost Faith's Shadow
    Chapter 5
    OOC Thread

  • #5
    Registered User
    Cutpurse (Lvl 5)

    Fenris's Avatar

    Join Date
    Feb 2002
    Location
    Long Island, New York
    Posts
    5,243

    ø Ignore Fenris
    Boarhide
    Background
    Spoiler:

    In the great northern forests live several small tribes of humans, eking a meager existence in the forest. From the Wolf Clan of the Husguhlr Peoples comes a young man. During his rituals to manhood he took the whippings so stoically that he was named Boarhide. Boarhide grew as most men of the Clans did roaming the forest, hunting, fishing and protecting the People. The northern forests are very dangerous and it requires a certainly level of animalism to survive there. Boarhide learned his skills well, stalking, killing, fighting. One day, Boarhide was charged with the long travel over to the wall dwellers to trade some pelts for some new axe heads and knives. There fate played him a terrible blow as he was accused of murder by the local villagers. Boarhide fled the confusion and noise of the wall-dwellers, seeking sanctuary in the forests.

    Tullia’s second toughest prey was a man called Boarhide. He was a savage from the northern forests, and had brutally murdered a man in a local village. Tullia was offered the reward to find him and bring him to justice. He proved to be a tenacious prey, staying a step ahead of her, trying here with various tricks, trying to tire her out, and leading her through dangerous terrain. But Tullia was a determined hunter and found satisfaction in this chase, especially as she did catch him eventually. Boarhide had been trying to lead her into the liar of a dire bear, but awoke him accidentally. The bear and man were locked in a savage battle and though Boarhide fought with the same ferocity as the bear, the man was losing. Tullia’s came to his rescue (she didn’t want to lose her mark to a bear!) and her barrage of arrows finally dropped the beast. When Boarhide awoke he was tied up and Tullia was tending to his wounds. Knowing he was defeated, he said he owed his life to her and would submit to her will. Tullia lead Boar hide back to the village, but on the way she was curious about this mark who so easily submitted once caught, when, it was obvious from his stature he could probably break the ropes that bound him. In her questioning of him she saw inconsistencies in Boarhide’s tale and from his earnest expression and other clues from the scene, determined he was not the true suspect, but most likely a scapegoat for the village mayor’s son.

    Tullia knew that for Boarhide to be truly free, someone would need to prove his innocence. Together they set out to do just that, reconstructing the events. As they proceeded, they found glaring discrepancies not only in the way the man was murdered, but many things that demonstrated that Boarhide couldn't have been the killer. After many great debates with the town officials, they had to agree that Boarhide was innocent and free to go. Tullia bid Boarhide farewell and fully intended to leave alone in search of another bounty to collect. However, Boarhide said that he owed her his life and that he had to re-pay the debt. Tullia preferred to work alone, and simply ignored Boarhide. Boarhide followed her wherever she went though, which was not easy. He lost her many times, but as she would answer bounties he would find her at the collection stations. Boarhide did finally get the chance to repay his debt however. Tullia had been tracking a local thief and was surprised by his whole gang, it was getting dicey for her when Boarhide came charging in scattering the thieves like rabbits from a wolf. After that Tullia found that perhaps she could use a partner, especially one with a huge axe. Boarhide can’t quite keep up with her, but is better than many at trying to.

    Tullia has learned to appreciate his company, and they now both realize that they can accomplish more together than they can apart. It has taken some time, but Tullia has even learned to depend on Boarhide's skills in pursuing her mark. In turn Tullia has taught Boarhide how to use a bow, and the patience to not charge everything and actually use it once in a while.

    Boarhide is a shaggy looking lean, muscular man. His black hair is usually tied out of his face. His skin is tanned and leathered from his years of outdoor exertions. He wears several wolf totems about his person, including tails, skins and a necklace of teeth.


    Human Male
    Wilderness Rogue 1 (UA)/Barbarian 2
    XP: 3,000
    Neutral Good

    Str 18 (+4)
    Dex 14 (+2)
    Con 16 (+3)
    Int 14 (+2)
    Wis 12 (+1)
    Cha 10 (+0)

    Size: Medium (6'1", 175 lbs)
    HP: 34
    BAB: +2
    Init: +2
    Move: 40'

    AC: 17 (10 +5 armor + 2 dex )

    Saves:
    Fortitude: +6
    Reflex: +4
    Will: +1

    Attacks:
    Greatsword (+7 attack, 2d6+6 dmg, 19-20/x2)
    Composite longbow (+5 attack, 1d8+4 dmg, 20/x3)

    Feats:
    Power Attack (1st level)
    Cleave (Racial Bonus)
    Extra Rage (MotW) (3rd level)

    Skills (bonus/ranks):
    Balance (+4/0 + Synergy)
    Climb (+6/2)
    Hide (+6/4)
    Intimidate (+5/5)
    Jump (+11/5 + Synergy)
    Knowledge (Nature) (+9/5 + Synergy)
    Listen (+5/4)
    Move Silently (+7/5)
    Ride (+4/2)
    Search (+6/4)
    Sense Motive (+6/5)
    Spot (+6/5)
    Survival (+6/5 +8 Above Ground Synergy)
    Swim (+6/2)
    Tumble (+9/5 + Synergy)

    Languages Known:
    Common
    Orc
    Goblin

    Class Features:
    Fast Movement
    Rage 3/day (8 rounds)
    Illiterate
    Uncanny Dodge
    Sneak Attack +1d6
    Trapfinding
    Simple Weapon Proficiency
    Martial Weapon Proficiency
    Light Armor Proficiency
    Medium Armor Proficiency
    Shield Proficiency

    Equipment:
    Masterwork Greataxe {320gp / 12 lb}
    +1 Mithril shirt {2,100gp / 10 lb}
    MW Comp Mighty (+4) long bow {800 gp / 3 lb}
    Quiver with 20 arrows {2 gp / 3 lb}
    Explorer's outfit {10gp / 0 lb worn}
    Woolen cloak {1gp / 1 lb}
    Backpack {2gp / 2 lb}
    Riding Horse
    Riding saddle


    Weight carried: 31 lb

    Money 125 gp

    Encumbrance:
    Light: 0 – 100 Medium: 101 – 200 Heavy: 201 – 300 Lift: to 600 Drag: to 1500
    Last edited by Fenris; Wednesday, 9th August, 2006 at 07:58 PM.

  • #6
    Registered User
    Novice (Lvl 1)



    Join Date
    Jul 2002
    Location
    San Francisco, California, United States
    Posts
    5,055

    ø Ignore Ferrix
    Ari Corleis
    Neutral Human Sage 1

    Age: 23
    Gender: Male
    Height: 5’8”
    Weight: 130lb.
    Eyes: Blue
    Hair: Dirty blond
    Skin: Fair

    STR: 10 [--] (10 base)
    DEX: 12 [+1] (12 base)
    CON: 14 [+2] (14 base)
    INT: 18 [+4] (18 base)
    WIS: 16 [+3] (16 base)
    CHA: 14 [+2] (14 base)

    Hit Dice: 3d6 + 6
    HP: 24
    AP: 6
    Armor Class: 10 (10 base + 1 Dex + X Armor)
    Initiative: +1
    BAB: +1
    - Melee: +1
    - Ranged: +2

    Speed: 30’

    FORT: +3 (1 Base + 2 Con)
    REFL: +2 (1 Base + 1 Dex)
    WILL: +6 (3 Base + 3 Wis)

    Abilities:
    - Human Bonus Feat & Skill Points
    - Turn Undead 5/day
    - Spontaneous Cure Spells
    - Lore +7
    - Knowledge domain; +1 caster level for divination spells
    - Magic domain; can use magic items as a wizard of ½ cleric level
    - Dream domain; immune to fear


    Feats:
    1st Level
    - Master Linguist (RoE)
    - Research (ECS)
    3rd Level
    - Open Minded
    (XPH)

    Traits:[size=1]
    - Absent Minded (+1 to all Knowledge checks, -1 to Spot & Listen checks)
    - Focused (+1 to Concentration checks, -1 to Spot & Listen checks)
    - Nearsighted (+1 to Search checks, -1 to Spot checks)

    Skills:
    Knowledge (arcana) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (architecture) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (dungeoneering) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (geography) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (history) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (local) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (nature) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (nobility) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (religion) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Knowledge (planes) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Search +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
    Decipher Script +12 (6 ranks, +4 Int, +2 Circ)
    Concentration +9 (6 ranks, +2 Con, +1 Trait)
    Spellcraft +9 (5 ranks, +4 Int)


    Languages:
    - Common, Draconic, Giant, Elven, Goblin, Argon, Riedran, Dwarven


    Spellcasting:
    Caster Level: 3
    Save DC: 10 + 3 Wis + Spell Level
    Spells Prepared:
    Oth level – (4/day) Light, Guidance, Mending, Read Magic
    1st level – (3+1/day) Divine Insight, Identify, Bless, Sleep (d)
    2nd level – (2+1/day) Wave of Grief, Hold Person, Detect Thoughts (d)


    Equipment:
    Melee weapons
    -Quarterstaff +1 (1d6, 20/x2) (-gp, 4lb)
    -Dagger +1 (1d4, 19-20/x2) (2gp, 1lb)

    Ranged weapons
    -Name Weapon +X (XdX+X, 20/x2, ft.) Description (gp, lb)

    Miscellaneous Magical or Psionic Items
    -Tome of Vast Knowledge (+2 on knowledge checks & lore checks) (550gp, 10lb)
    -Spectacles of Minute Details (+2 to Search & Decipher Script) (800gp, -lb)
    -Aureon’s Protective Amulet (Mage Armor 2/day, Clerics only) (560gp, -lb)

    Mundane equipment
    -Courtier’s Outfit (30gp, -lb)

    Weight Carried: lb
    Remaining money: 210gp


    Description
    Ari is of a relatively average build, his frame is angular and slender. His skin is fair, despite the many hours he spends outside. His dirty blond hair is tinged with streaks of sun-dyed gold. Hidden behind stylish spectacles, his blue eyes reflect an acute curiosity in all things. A simple silver amulet embossed with Aureon’s symbol upon a fine silver chain is often tucked under a shirt adorned with onyx buttons up the front and on the cuffs, over which a sharply-fitted, midnight pinstripe casual jacket is worn. A pair of matching slacks and slightly scuffed brown dress shoes completes his attire.

    Personality
    Unfinished

    Background
    Ari is one of a growing number of stylish young sages of Fairhaven, born into a family of decent merchant wealth, he has little subjection to the trials of everyday labor.

    His brilliance was evident from the youngest of ages, his swift mastery over the common tongue astounded his parents and tutors, and was soon followed by his ability to not only read common, but also elven and draconic by the time he was five. Despite his incredibly acute mind, he found little interest in practicing the arcane arts which his aunt Margana thought him destined for, herself a prestigious up-and-coming wizard in the Arcane Congress. However, despite her insistence, he had continually kept his parents from sending him to the wizard academy. Instead, he was sent at the age of ten to Wynarn University where he began studies which most would only undertake in their late teens.

    What surprised his parents but particularly Ari himself, was the first contact he had with the divine. Brought up in a household which paid relatively minor tribute to the Sovereign Host, it was a great surprise when Ari fell into divine inspiration. During one of his endless days in the great libraries of the Wynarn University, pouring over ancient tomes, perhaps two, with little to drink or eat, he past into what he can only call a state of reverie with the pure truth radiating from the primordial lore which surrounded him. When the librarian discovered him, he was surrounded by these tomes, sitting and staring blankly into space, strange draconic verses pouring out in whispered tones from his lips. They quickly called for a priest of the Sovereign Host, thinking the young boy possessed. It was only when the priest arrived and realized the verses that Ari recited were from the liturgy of Aureon regarding the Prophecy. With a few splashes of cold water, he was revived and made to eat.

    Following this exciting event, Ari found within himself a clarity that few others reached in the realms of knowledge. He was given minimal tutoring from a sage of Aureon on the god’s teachings, but for Ari, the teachings were but a manifestation of the primal act of learning and truth. His intensive studies of history, religion and all the spheres of the natural philosopher opened within him greater connection to the divine sources that so many acknowledged as Aureon. Ari, however, disdained the structure of the churches, preferring the role of an individual sage on a quest to learn.

    Having graduated from Wynarn University at the top of his class, he received the full spectrum of academic degrees and has been offered a number of grants for various research projects, some of which coming from the Arcane Congress and the Royal Military. Unknown to Ari is the interest the Royal Eyes has taken in the prodigious young sage. As well, the Chamber has been keeping an eye on him since
    Last edited by Ferrix; Tuesday, 22nd November, 2005 at 05:33 AM.
    Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth

    Quote Originally Posted by Wrahn
    You sir, have a talent for finding loopholes.
    The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
    -Eco

    When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
    - J. Krishnamurti


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