Iron Heroes: Tales of Arnesia Game Thread

Paper_Bard

First Post
Well... seeing as how the entire battle has been wiped out... Let's Just assume all you guys defeated the blighters. You all get 424 xp, and if you guys could please re-post your CS then maybe we can piece together what we lost.
 

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A'koss

Explorer
Rholn A'Talin

Rhadt.jpg



Rholn A’Talin

4th Level Harrier
Human, Male
----------------------------
Init: +7; Senses: +8 Spot/Listen
Speed: 40' (8 squares)
Languages: Common (+2 other languages)
----------------------------
Defense: 17 (+3 Dex, +4 Lvl)
Flat-footed: 10
Touch: 17
DR: 1d3 (Masterwork Studded Leather)
HP/RP: 46 (14 + 11 + 10 + 11)
Fort +7, Ref +7, Will +5
----------------------------
Melee:
Katharm, Large Masterwork: Two-Handed Martial Weapon, Slashing, Finesse.
Attack: +8 (+4 Lvl, +3 Dex, +1 Mstwk)
Damage: 2d8+3; Crit: 19-20 (x2)
Grapple-Dagger, Masterwork
Attack: +8 (+4 Lvl, +3 Dex, + 1 Mstwk)
Damage: 1d4+2; Crit x2

Ranged:
Composite Longbow, Large, +2 Str
Attack: +8 (+4 Lvl, +3 Dex, +1 Mstwk)
Damage: 2d6+2; Crit x2; Range: 100 ft.
Grapple-Dagger
Attack: +8 (+4 Lvl, +3 Dex, + 1 Mstwk)
Damage: 1d4+2; Crit x2; Range: 15 ft. max with line, otherwise 20 ft.
----------------------------
Abilities: Str 14, Dex 16, Con 16, Int 14, Wis 12, Cha 12.
- Increases: Level 4: Con +1

XP: 7,024

Traits:
1. Mountain Folk (Tough as Stone): +2 Survival Checks, +2 on Checks/Saves vs being knocked prone. +3 HP at 1st level, +1/level thereafter.
2. Mighty Build: Use large weapons without penalty.

Feats:
L1. Improved Initiative: +4 Init.
L1. Weapon Finesse 1: Apply Dex modifier instead of Strength to Attack Rolls.
L2. Combat Expertise 1: Gain Attack Roll penalty (up to -5) as Active Defense bonus)
L4. Quick Draw: Draw a weapon as a free action.

Class Abilities:
L1: Combat Speed: Move Rate increases by 10 ft.
L1: Combat Mobility: Whenever you provoke an attack of opportunity due to movement, you gain a +4 bonus to defense. This bonus applies only against the attack of opportunity. In addition, you can move at normal speed while using the Tumble skill without penalty and you gain double your Dexterity bonus to Tumble checks.
L3. Mobile Assault: When you use a move action to move and then a standard action to attack, you gain a bonus to your attack equal to the number of squares you moved. This bonus lasts until the start of your next action.

Skills:
40 SP @ 1st, 10 SP/Lvl thereafter.
Total: 70 SP; Max Skill Ranks: 7
Skill Groups: Agility & Athletics.

Agility: 7 Ranks
- Balance: +12 (7 Ranks + 3 Dex + 2 Syn)
- Escape Artist: +10 (7 Ranks + 3 Dex)
- Tumble: +15 (7 Ranks + 3 Dex + 3 CM + 2 Syn)*
* Note that Rholn can tumble at normal speed without penalty.

Athletics: 7 Ranks
- Climb: +9 (7 Ranks + 2 Str)
- Jump: +11 (7 Ranks + 2 Str + 2 Syn)
- Swim: +9 (7 Ranks + 2 Str)

Bluff: +8 (7 Ranks + 1 Cha)
Hide: +10 (7 Ranks + 3 Dex)
Intimidate: +10 (7 Ranks + 1 Cha + 2 Syn)
Listen: +8 (7 Ranks + 1 Wis)
Move Silently: +10 (7 Ranks + 3 Dex)
Perform: Oratory +8 (7 Ranks + 1 Cha)
Sense Motive: +8 (7 Ranks + 1 Wis)
Spot: +8 (7 Ranks + 1 Wis)

Appraise: +2 (0 Ranks, +2 Int)
Concentration: +3 (0 Ranks, +3 Con)
Diplomacy: +3 (0 Ranks, +1 Cha, + 2 Syn)
Disguise: +3 (0 Ranks, +1 Cha, + 2 Syn)
Forgery: +2 (0 Ranks, +2 Int)
Gather Information: +1 (0 Ranks + 1 Cha)
Heal: +1 (0 Ranks, +1 Wis)
Ride: +3 (0 Ranks, +3 Dex)
Search: +2 (0 Ranks, +2 Int)
Survival: +3 (0 Ranks, +1 Wis + 2 Trait)


Possessions - Personal:

Katharm, Large Masterwork – “A’Kharu’s Lament”
A katharm is an unusual hafted weapon with a 3 ft. haft and a heavy 2 1/2ft. single-edged blade attached to it. The weapon has a slight overall S-curve to it and is unusually elegant in the hands of a proficient wielder. It is wielded in such a way to combine many different sword, spear and polearm forms. Rhadt’s is a large version of this weapon (normally base 1d10 damage, 6 lbs.), with an ornately patterned steel haft and a significantly heavier blade, but no additional length.
Cost: 335 gp; Weight: 12 lbs.

Composite Longbow, Large Masterwork, +2 Str
A large and stunningly carved bow with a dark, lacquered, cherry-wood finish.
Cost: 600 gp; Weight: 6 lbs.

Grapple-dagger, Masterwork
While not all that impressive as a weapon, its utility more than makes up for it. The grapple-dagger has a broad blade and a thin handle which can be concealed fairly easily. The dagger blade itself can spring open into a 2-pronged grappling hook with the handle able to connect to a 15' length of knotted steel wire concealed usually in a sleeve and through a specially designed bracer. With a little imagination, the grapple-dagger can be used as a thrown trip wire, snag a fleeing creature, a makeshift garrote or as a quick means to swing across obstacles. The wire has a hook which can also be used to attach to one's belt in order to free up your hands.
Cost: 600 gp; Weight: 3 lbs.

2 Quivers of Large, Masterwork (black-shafted) Arrows (40 total)
Cost: 242 gp; Weight: 12 lbs. total.

20 Blinding Arrows
20 Flaming Arrows
40 Ice Arrows
20 Smoke Arrows
10 Stone Biter Arrows
- Total cost for special arrows (@ Edbert's discount prices): 1,500 gp.

Blinding: This ammunition is designed to detonate a small dose blinding powder on impact. Damage is reduced by half, target must make a DC:15 Reflex Save or be blinded for 1 round. Cost: 5 gp each. Range: ¾ normal. Weight: +50%.

Flaming/Ice: This ammunition is specially designed to contain a dose of alchemist’s fire or frost. The ammunition inflicts standard damage, but one round after a successful hit it will ignite and the target will take 1d4 HP of fire/frost damage. The target can spend a full-round action trying to extinguish the flames/frost before taking damage (Reflex Save DC:15). Dousing or immersion in water immediately puts out the flame(s)/dissolves the alchemical frost. Cost: 25gp each. Range: ¾ normal. Weight: +50%.

Smoke: This arrow is designed to deliver an alchemical substance will produce a 10 ft cube of smoke centered on the point of impact. The effects are identical to the smoke bomb grenade (IH, page 201) Targets within the cloud gain partial concealment (20% miss chance), total concealment outside of it (50% miss chance). The smoke lasts for 1d4 rounds unless wind conditions dictate otherwise. The arrow inflicts no damage however. Cost: 15 gp each. Range: ½ normal. Weight: +100%.

Stone Biter: These finely crafted, steel-shafted ammunition are designed to aid in climbing by biting straight into solid rock. The back of the head has a loop for attaching a light-weight knotted cord (silk or steel wire). The range is limited, but the ammunition ignores the hardness of substances up to the strength of stone. Cost: 10gp each. Weight: x5. Range: 1/4 normal.

Masterwork Studded Leather
*Note: No armor check penalty.
Cost: 175 gp; Weight: 20 lbs.

Holy Symbol, Silver
Cost: 25 gp; Weight: 1 lb.

Total Weight: 54 lbs. (58 lbs. limit for light load)


Possessions – Other : (typically on horse)

Warhorse, Light with Military Saddle. “Aernil” Cost: 170 gp total.
Climber’s Kit: Grant a +2 bonus to Climbing Checks. Cost: 80 gp
Flint & Steel. Cost: 1 gp
Rope, Silk. Cost: 10 gp
Rations, 1 week. Cost: 7 gp
2 Waterskins. Cost: 2 gp
Lantern, Hooded. Cost: 7 gp
Tent. Cost: 10 gp

Clothes: Noble’s outfit, Cold Weather outfit, Explorer’s outfit, Adventurer’s outfit. Cost: 98 gp total.

Wealth: 1,538 gp (+6,250 gp from accepting Fithren's contract)

Appearance:
Height: 6’ 1”
Weight: 185 lbs.
Hair: Black, shoulder length.
Eyes: Blue-Grey

Rholn appears as a man in his late 20's in black studded leather underneath a long, light, short-sleeved coat of dark grey and midnight blue trim. He wears soft leather boots and criss-crossing leather and blued steel bracers. A silver holy symbol of his god (?) is woven intricately into his left bracer.

Below is an image of Rholn's Katharm.

Reaver.jpg


Rholn is the last of the Koliel, a long-standing order of warriors sworn to defend the borderlands of the great cliff-city of Kharunn. Trained to fight in the broken, storm-wracked stonelands of the city-state, Rholn displayed an unusual level of cunning in addition to his considerable physical attributes and was able to rise swiftly through the Koliel's ranks.

Over the years, the eight noble houses of Kharunn waged a secret war for control over the most lucrative trade contracts. Alliances would spring like a summer storm and would last just as long. Rholn did his best to stay out of the politics of the city despite being courted by various noble factions as a rising blade in the Koliel. Though later Rholn would learn to regret not paying closer attention to the machinations of the court.

Nearly a year ago, the House A'Nahli begain making a bid for power in the city. Several powerful nobles from the more prominent houses were found horribly murdered in their own homes. Some were found dead in their own gardens, others in their own dining rooms with guards right outside. Rumors spread like wildfire - supernatural assassins, demons and vengeful gods were whispered in alleys and darkened taverns. Rholn paid little heed to such nonsense, even when House A'Nahli finally claimed lordship over the city and began brining in a number of "foreign advisors" who were never far from the new Lords of Kharunn.

However, the Koliel began taking notice when their own warriors began to mysteriously turn up dead on routine patrols and in their own homes. Each appeared to have been torn to pieces by some great monstrosity, though no tracks, no trace of such a beast was ever found. Soon after, their losses mounted to such an extent that House A'Nahli accused the Koliel of growing soft, getting killed by simple bandits and stoneland dwellers. They began bringing in foreign warriors from across the sea to begin patrolling the borders and more were beginning to fill the ranks of the city's standing army.

Rholn will speak no more of the events that transpired since then. Not about the plan the Koliel put together to infiltrate the House A'Nahli... nor the horrors they witnessed that day when they delved too deeply into affairs of those who dwell with the damned.

Rholn is the last of the Koliel, living on borrowed time.
 
Last edited:

dalfen

First Post
Shasha Drukval (V.0.8)

4th Level Thief
Human, Female
Init: +3;
Senses: Normal Listen +7 Spot +7
Speed: 30' (6 squares)
Languages: Common, Spirit tongue.
SA: 2d6
----------------------------
Defense: 25 (+3 Dex, +4 Lvl, +5 Cha [OP 1], +3 mithral heavy shield)
Flat-footed: 12
Touch: 22
DR: 1d3 (masterwork studded leather)
HP/RP: 38 / 38
Saves: Fort +6, Ref +7, Will +2
----------------------------
Melee:


Whip Sword MW:
Exotic medium size weapon.
Attack: +10 (+4 Lvl, +5 Cha, +1 weapon)
Damage: 1d8+5/1d6+5; Critical: 19-20/x2 Special Qualities : Sword/N.A, Bludgeoning *, Reach.
Description: This weapon normally resembles a plain longsword, though its blade actually consists of multiple segments that can detach from each other. A metal cord links the segments and the hilt of the sword, running through the center of each segment, allowing the whip sword to function as either a longsword or a unique whip-like weapon. By activating a special mechanism on the weapon, you can switch between sword and whip form as a move action.
Weight:6 lb
*(After seeing the visual i'm doubting if the weapon should be to be bludgeoning or slashing type any idea?)

Daggers MW:
Light simple weapon
Attack: +7/+8 [+5/+5 RF melee][+6/+6 RF ranged] (+4 Lvl, +2 Str/ +3 Dex,+1 weapon)
Damage: 1d4+2[1d4+1 RF]; Critical: 19-20/x2 Range: 10 ft Special Qualities : Slashing, Finesse, Thrown
Description: A bizarre dagger specially made for disarm attempts.
Weight:1 lb

Crossbow Light MW:
Light simple weapon
Attack: +8 (+4 Lvl, +3 Dex,+1 weapon)
Damage: 1d8; Range: 80 ft Critical: 19-20/x2 Range: 80 ft Special Qualities : Projectile, Slow- reloading, ready-loading.
Description: A light crossbow of excellent quality Weight:4 lb Ammunition: Bolts (10) 1 lb.

Longspear MW:
Simple two hand weapon.
Attack: +7 (+4 Lvl, +2 Str, +1 weapon)
Damage: 1d10+3; Critical: x3 Special Qualities : Spear, piercing, reach, set.
Description: A long lance designed for repel charges.
Weight:9 lb


Grapple: +6 (+4 Lvl, +2 Str)
----------------------------
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 6, Cha 20.
XP: ???

Traits: Charismatic (+2 Cha –2 Wis) Weapon Bond (Cha; Whip Sword)


Feats:
Razor Fiend 1[Finesse] (Quick draw with daggers. Extra attack at –2 penalty)
Overwhelming Presence 1, 2[Social] (move action gain Cha bonus as active defense bonus. Can browbeat target as a free action),
Devious Manipulator 1[Social] (Bluff Vs Sense motive 1 deception token [-5 penalty/extra token]max 14 each spend +1 attack or +2 Bluff or –1 attack foe weapon)

Class Abilities: He has proficiency with all simple and light armor.
Alias: Natasha the Bounty Hunter. (+2 Bluff while act as Natasha and +4 disguise checks)
Honor of Thieves: With a dagger concealed (Sleight of hand) you make an attack before the initiative, and later resolve the surprise round .

Devious Manipulator Token pool: 14

Skill points 52 at first level and 39 from 2nd to 4th level. 9 max ranks
Skills:
Agility skills: (9 ranks); Balance +14(9,+3 dex,+2 syn), Escape Artist +12 (9,+3 dex), Tumble +14(9 ,+3 dex,+2 syn)
Athletics skills: (9 ranks); Climb 11 (9,+2 str), Jump 13(9,+2 str,+ 2 syn), Swim 11(9,+2 str),.
Robbery skills: (9 ranks); Disable Device +12(9,+1 int,+2 equipment ), Forgery +10(9,+1 int), Open Lock +14 (9,+3 dex,+2 equipment), Sleight of Hand +14(9,+3 dex,+ 2 syn)
Social skills: (9 ranks); Bluff +16 (9, +5 cha,+2 alias), Diplomacy +16 (9, +5 cha,+2 syn), Gather Information +14 (9, +5 cha), Intimidate +16 (9, +5 cha,+2 syn)
Stealth skills: (9 ranks);Hide 12(9,+3 dex), Move Silently 12(9,+3 dex).
Theatrics skills: (9 ranks); Bluff +16 (9, +5 cha,+2 alias), Disguise +20(9, +5 cha,+2 syn being observed and trying to get in character,+4 alias), Perform +14/+16* [Singing, String instruments*, Dance, Acting] (9, +5 cha, +2 masterwork instrument*), Sleight of Hand +14(9,+3 dex,+ 2 syn)
34
Other non-group skills: Appraise +1(0,+1 int)*, Concentration +2(0,+2 con)*, Craft +1(0,+1 int)*, Heal -2(0,-2 wis )* , Listen +7 (9,-2 wis), Ride +12 (9,+3 dex), Search +8 (7,+1 int), Sense Motive -2 (0,-2 wis), , Spot +7(9,-2 wis).Survival +0 (0,-2 wis, +2 syn follow tracks)*, Use Rope +3(0,+3 dex)* .
* This skill have 0 ranks
Thief skill groups: Agility, Athletics, Robbery, Social, Stealth and Theatrics.


Possessions :

Backpack (2 gp) (2 lb)&,Light warhorse, “Travis” (150 gp),MW Studded Leather armor (175 gp) (20 lb)&,MW whip sword (700 gp) (6 lb)&,MW whip sword (700 gp) (6lb)*,Dagger cold iron 2 (4 gp) (2 lb) *,Dagger masterwork [2 hidden] (602 gp) (2 lb)&,Silver dagger [2 hidden](2 lb) (20 gp)&,2 Bandanas 5 throwing daggers each one(20 gp) (10 lb)*,light crossbow MW (335 gp) (4 lb)&, 20 bolts crossbow (2 gp) (2 lb) &, 20 bolts crossbow (2 gp) (2 lb) *, Morningstar (8gp) (6 lb)*, Longspear MW(305 gp) (9 lbs)*, Flint & Steel (1 gp)&, Silk Rope (10 gp)(5 lb)*, ) Silk Rope (10 gp)(5 lb)&, Rations, 1 week (12) (84 gp)*, Waterskin (3 gp)(12 lb)* ,Thieves Tool MW (2) (200 gp) (4 lb)&,Torch (10) (10 lb) (10 cp)*, Tent (10 gp)(20 lb)*,Gipsy outfit*, 2 Desert outfit, Cold Weather outfit*, Peasant outfit*, Courtier outfit(with jewels)* , Scholar Outfit*, Adventurer’s outfit (110 gp) (24 lb),crowbar (2gp) (5 lb)* , Blanket winter (0.5 gp) (3 lbs)* , caltrops (1 gp) (2 lb) *, grappling hook (1gp) (4 lb) *, disguise kit (50 gp) (8 lb) *, mirror small steel (10 gp) (0.5 lb), mandolin masterwork (100 gp) (3 lb)*, Signal whistle (0.8 gp) ,Spade (2 gp) (8 lb) *, saddle military (20 gp) (30 lb)*, saddlebags (4 gp) (8 lbs)*,dice (1 gp)&, poker cards (3 gp)&, 2 manacles MW (300 gp) (20 lb)*,mithral heavy shield (1020 gp) (13.5 lb) &
* Carried by Travis
& Carried by Shasha
Travis Load: 191.5 lbs (230 light load)
Shasha Load: 55.5 lbs (58 light load)
Wealth: 477.7 gp

Appearance:
Height: 5’ 8”
Weight: 120 lbs.
Hair: Brown.
Eyes: Green


Background: Shasha was born in some place beyond the mountains Karoudt. As a member of the Varaki, she adapts quickly to a nomad style. But she never gets used with her gift. The sight as her grandmother named it. What kind of gift is one that force you to see undead, restless spirit and other unnamed things each instant of your live?
Being a medium is only a great profession if you don’t have the Gift. Especially grave was when she was possessed by an evil spirit. It took two weeks that the clan can exorcise the vengeful ghost of that ancient warrior. One white lock, and an intuitive sense of wielding the favourite weapon of the spirit, the whip sword, was the only external signs of that episode. But her mind was profoundly affected by this mental rape. She becomes more silent, and begins to distance from the rest of the clan. No one surprises when one day they found her wagon empty, her crystal ball broken and the tarot cards burned.
Being a free spirit, her beauty and quick tongue give her a new road of possibilities.
She works as strip dancer, and when she has earn enough money, she establish as a professional investigator. Solving crimes is easy when you can speak with the spirit of the victim. But after several cases she has to quit or risk lose her sanity. So she becomes a bounty hunter. No more deaths, only to capture people and having living informants. It has been two years since her last vision, and she can’t be happier with that. But this is a strange world and you never know who is going to knock your door.
 


dalfen

First Post
D20Dazza Character

Making a google search i've found all the character sheets. Here is yours D20Dazza.
I don't know if it's the latest one, or if everything is correct, so please check it. ;)
I hope that helps you. :)

[sblock]
Jek Kel'Drek
human man-at-arms 4;
medium humaniod (human);
Init +4; Senses Listen +9, Spot +9;
Languages: Common, Sea Speech, First Speech, Gray Speech.
----------------------------
AC 18, active 8 (+4 BdB; +4 Dex), passive 0, +6 AoO when moving through or out of a threatened area (Mobility (2))
DR: 1d2/magic
HP (HD 1d4+6)
RP (as hps)
Fort +4, Ref +7, Will +6 (lvl + ability mod)
----------------------------
Spd 30'

Melee
sap +8 (1d3 (non-lethal), x2)
warhammer +8 (1d8, x3)
short sword +8 (1d6,19-20/x2
whip +4 (1d3 (non-lethal), X2) (Exotic)
Ranged
shortspear +8 (1d6, X2, 20')

Attack Options
Lithe Acrobat - Tumble normal speed
Bravo - +1d6 sneak attack
Mobility (2) - +6 AC against AoO when moving in threatened area; can move before and after attack
Tactics of the Mind (1) - use Int bonus for ranged and melee attacks
Quick Draw - Draw weapon as free action or hidden weapon as move action
Improved Disarm (2) - Disarm attempt provokes not attack of opportunity, cannot be disarmed in turn.
Base Atk +4, Grapple +7
Combat Gear: sap, warhammer, short sword, whip, shortspear
----------------------------
Abilities: Str 10 (+0), Dex 18 (+4), Con 11 (+0), Int 17 (+3), Wis 15 (+2), Cha 10 (+0).
4th: Dex +1

XP:

Traits: Lithe Acrobat (+2 Tumble; tumble normal speed), City Rat (Survival (city) +2; Bravo +1d6 sneak attack)

Feats
All simple and martial weapons, all armor, and all shields;
Mobility (3) - +6 AC against AoO when moving in threatened area; can move before and after attack;
Tactics of the Mind (1) - use Int bonus for ranged and melee attacks;
Quick Draw - Draw weapon as free action or hidden weapon as move action;
Improved Disarm (2) - Disarm attempt provokes not attack of opportunity, cannot be disarmed in turn.

Skills:
Agility 7 (Balance (Dex) +11, Escape Artist (Dex) +11, Tumble (Dex) +13);
Perception 7 (Listen (Wis) +9, Search (Int) +10, Sense Motive (Wis) +9, Spot (Wis) +9);
Stealth 7 (Hide (Dex) +11, Move Silently (Dex) +11);
Heal (Wis) +9;
Jump (str) +7;
Knowledge (Local) (Int) +6;
Knowledge (Arcana) (Int) +6;
Sleight of Hand (Dex) +9;
Spellcraft (Int) +8;
Survival (Int) +9 (city +9).

Possessions: masterwork studded leather armor (160gp, 15lbs), masterwork sap (301gp, 2 lbs), masterwork warhammer (312gp, 5lbs), masterwork short sword (310gp, 2lbs), masterwork whip (301gp, 2lbs), masterwork short spear (201gp, 3lbs), Adventurer's Outfit (2lbs), flint and steel (1gp), signal whistle (8sp), belt pouch (1gp. 1/2lb) 1120 gp 2sp
Encumbrance: 311/2lbs; Load: Light (33lbs)
----------------------------

[/sblock]
Description: Jek is a slight, wiry lad with long, shaggy sandy-blonde hair, one green eye and one blue, a smattering of freckles that dance across his broken nose and cheeks and a scar across his lower face that makes him appear as though he is always leering.

Personality: Jek is inquisitive and tough, he takes no nonsense and will not be bullied. He has a fascination for the arcane arts and is awed by those that know how to harness the power. He loves life with a passion and lives his life to the fullest. He is always looking for something fun to do and gets bored and side tracked quickly. He loves a good joke, the company of women, and reading. He carries himself with a confident swagger.

History: Jek works at the Slavering Dog, a rowdy tavern near the docks of XXXX, that has a main bar for the sailors and a Gentleman's Retreat for the ships captains, arcanists and the occasional noble. He usually works nights as part of the security team, tag-teaming with a hulking behemoth aptly known as Ogre. The wiry boy has worked at the inn all of his 17 years. He was born of the tavern keepers daughter, Leila, who still works in the kitchens.

He has learnt to fight well in confined spaces and uses his agility to his advantage, trying to maneoveur in to a position to take advantage of his larger ally. He has learnt to fight with a number of weapons, often having to improvise with what is available in the bar. He has also had to learn how to subdue his foes rather than kill as the Captains often take a dim view of their sailors being killed in a bar fight. Jek hasn't had it all his own way though, he has been knocked around more than once and has the scars to prove it.

He is a thinker though and likes to spend his spare time studying in the Gentleman's Retreat where he has been able to pickup the odd bit of mystical lore. If he is not in the Retreat he is out prowling the streets of XXXX, picking up women, brawling with other drunkards and generally making a nuisance of himself. He has been spoken to on more than one occassion by the town constabulary with the last warning apparently being his last. Sergeant Collop's last words still ring in his ears "That's it me'boyo the last time, I catch ye once more and at worst it's the army for ye"

Jek has had no experience outside XXXX.

Ps: Akoss I think that one line is missing in your character.
"Rholn is the last of the Koliel, living on borrowed time."

Is a very cool line, so please don't erase it ;)
 
Last edited:


Erekose13

Explorer
Thanks Akoss, here's Golgorak (formatting to come later)

Golgorak the Demon Eyed
1st level Archanist/3rd level Berserker
Human, Male
Init: +1; Senses: +7 Listen, +7 Spot
Speed: 30' (6 squares)
Languages: Common, Sea Speech, Abyssal, Ancient Speech, First Speech, Ferrish, Infernal, Kolorean, Draconic, Death Speech
----------------------------
Defense: 13 (+1 Dex, +2 Lvl)
Flat-footed: 10
Touch: 13
DR: 1d4 (Berserker)
HP/RP: (HD 4d4+2+24+8)
Fort +6, Ref +5, Will +4
----------------------------
Melee:
Large Masterwork Maul: Cudgel (hammer), bludgeoning, power.
Attack: +8 (+3 Lvl, +4 Str, +1 Mstwk)
Damage: 3d6+6; Crit: x3

Large Masterwork Heavy Flail: Flail, bludgeoning, disarm, trip.
Attack: +8 (+3 Lvl, +4 Str, +1 Mstwk)
Damage: 2d8+6; Crit: 19-20/x2

Ranged:
Large Masterwork Mighty Composite Longbow, +4 Str Projectile, piercing
Attack: +5 (+3 Lvl, +1 Dex, +1 Mstwk)
Damage: 2d6+4; Crit x3; Range: 110 ft.
----------------------------
Spells:
Mana Pool: 12; Spell Methods: Transmutation 2/Necromancy 1
- Alter Creature: 1 action, Short Range (35'), 2 min, Fort Negates
--- 1: Alter Size: 2 mana - Large/Small - +2/-2 Str - Weapon dmg as size
--- 2: Augment Ability: 4 mana - +4 any stat
- Alter Object: 1 action, Short Range (35'), 2 min, Fort Negates
--- 1: 2 mana = +1 hardness or +2d6 hit points or +1 enhancement bonus
--- 2: 4 mana = +2 hardness or +4d6 hit points or +2 enhancement bonus
- Animate Dead: 1 minute, Medium Range (110'), Perm, None
--- 1: 4 mana/HD = max 2 HD medium creature (see text)
- Healing Hands: 1 action, Touch, Inst., Will Negates (harmless)
--- 1: 2 mana = 1d8 healing (no max).
--- 1: 1 mana = remove stun or daze condition (can be combined with healing).
----------------------------
Abilities: Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 15.
- Increases: Level 4: Str +1

XP: 6600

Traits:
1. Shadow Born: Infernal Glower.
2. Mighty Build.

Feats:
L1. Overwhelming Presence (1): move action: Add Cha bonus to active Def.
L1. Beast Lore (1): gain tokens. +1 attack/token.
L2. Power Attack (1): -1 to hit/+1 dmg. Max=BaB.
L4. Cleave (1): gain extra attack after killing opponent.

Class Abilities:
Spell Methods: Transmutation 2/Necromancy 1
Aspect of Power (Daunting Visage)
Berserker Abilities (Berserk Strength/Primal Howl/Blind Rage)

Skills:
Total: 58 SP; Max Skill Ranks: 7
Skill Groups: Academia, Mysticism, Social, Theatrics.

Academia: 7 Ranks
- Appraise: +9 (7 Ranks +2 Int)
- Concentration: +9 (7 Ranks +2 Con)
- Decipher Script: +9 (7 Ranks +2 Int)
- Heal: +9 (7 Ranks +0 Wis +2 Item)
- Knowledge: +9 (7 Ranks +2 Int) - Arcana (+11), Dungeoneering, Geography, History, Local, Nature (+11), Nobility
- Speak Language (7 Ranks)

Mysticism: 1 Rank
- Spellcraft: +7 (1 Rank +2 Int +2 Syn +2 Trait)
- Use Magic Device: +5 (1 Rank +2 Cha +2 Syn)

Social: 7 Ranks
- Bluff: +9 (7 Ranks +2 Cha)
- Diplomacy: +13 (7 Ranks +2 Cha +4 Syn)
- Gather Information: +11 (7 Ranks +2 Cha +2 Syn)
- Intimidate: +15 (7 Ranks +2 Cha +2 Syn +4 Trait)

Theatrics: 1 Rank
- Disguise: +7 (1 Rank +2 Cha +2 Syn +2 Item)
- Perform: +5 (1 Rank +2 Cha +2 Item) - Percussion
- Sleight of Hand: +4 (1 Rank +1 Dex +2 Syn)

Climb: +7 (3 Ranks +4 Str)
Jump: +7 (3 Ranks +4 Str)
Swim: +7 (3 Ranks +4 Str)
Listen: +7 (7 Ranks +0 Wis)
Ride: +5 (4 Ranks +1 Dex)
Search: +6 (4 Ranks +2 Int)
Sense Motive: +4 (4 Ranks + 0 Wis)
Spot: +7 (7 Ranks +0 Wis)
Survival: +7 (7 Ranks +0 Wis) +9 underground, aboveground in natural settings, tracking

Possessions - Personal:

Large Masterwork Maul
Cost: 608gp; Weight: 24 lbs.

Large Mighty Composite Longbow, Masterwork, +4 Str
Cost: 1600 gp; Weight: 6 lbs.

1 Quivers of Large Arrows (20 total)
Cost: 2 gp; Weight: 6 lbs. total.

Large Masterwork Heavy Flail
Cost: 615 gp; Weight: 10 lbs.

Weapons Weight: 46 lbs.

Possessions – Other :
- Backpack (2gp)
- Bedroll (1sp) - in backpack
- Climbers Kit (80gp) - on horse
- Crowbar (2gp) - on horse
- Disguise Kit (50gp) - on horse
- Flint & Steel (1gp) - in backpack
- Healers Kit (50gp) - in backpack
- Masterwork Drum (100gp) - on horse
- 100' Silk Rope (20gp) - on horse
- Tent (10gp) - on horse
- Waterskin (1gp) - in backpack
- Heavy Warhorse (400gp) - on horse
- Military Saddle (20gp) - on horse
- 2 Saddle Bags (8gp) - on horse
- Bit & Briddle (2gp) - on horse

Misc Gear Weight: 110lbs.

Total Weight Carried: 53lbs (Light Load - 0-100)
Total Weight on Horse: 446lbs. (Medium Load - 301-600)

Wealth: 1829 gp, 9sp. - in backpack

Appearance:
Height: 6'8"
Weight: 290 lbs.
Hair: Bald
Eyes: Dark Brown/glowing crimson

Description: Golgorak is an immense man. He stands an impressive 6'8" and weighs almost as much as a bear. His head is completely bald and blockish. He has twisting arcane tattoos covering much of his heavily built upper body. Typically in civilized lands he will cover his tattoos knowing how much people fear them. His eyes are a deep brown but glow with a chaotic crimson flare when he uses his Daunting Visage aspect of power. The weapons strapped to his back are likewise incredibly large and very well made. Most normal men would not even be able to lift his weapons let alone wield them. Intimidating to many, Golgorak is much like a large bear in both physique and persona.

Personality: Gruff, imposing, and pushy, Golgorak likes things his way, especially when irritated. Most of the time he is calm and quiet, but when he feels threatened or when he protects are threatened he is unstoppable. Not afraid to let a little chaos reign, Golgorak relishes the taste of mana flowing through his veins. When in the wild he hunts alone growing even larger and wielding his huge maul enchanted with terrible black lightning, his musles far out of proportion even for his large frame.

Background: Golgorak was born out on the frontier in the savage lands, his parents brave explorers. Touched by demonic blood somewhere in his past, Golgorak's father knew that civilization would never allow him or his son access to the luxury of safety. Early in his life though Golgorak's parents were slain by a mighty grey troll hunting for food. The young boy left without the guiding hand of parents wandered into a forlorn tower on the edge of nowhere. There a mad wizard discovered the boy lying on his front steps. Delighted by the obvious signs of otherworldly heritage, the arcanist brought the boy into his keeping and tought him of the arcane.

Chaos was in his blood and Golgorak thrived in his lessons but late one night that life too came to an end. Drawn by the gathering of arcane power, demons descended upon the wizard's tower. They tore the man to pieces and stole his research to take back to their foul masters. Golgorak had hid, for once afraid of something, terrified of the black winged demons that had come knocking. Without a mentor, but of an age where he might survive on his own, Golgorak struck out from the tower to learn more of the world around him. Through his travels he grew closer to the bears that he so resembled in both look and personality. His ferocity untamed in the wild Golgorak learned to unleash his fury in the hunt.

Drawn once again by his dark heritage, Golgorak has wandered into the more civilized lands that his father feared. Not stupid in the least, Golgorak knew that he would need to cover his tattoos and the touch of magic. Today he seeks more knowledge and more power.


Warhorse
Warhorse, Heavy
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.



Change Log
TBA
 

Dalamar

Adventurer
Cain Razelin
Male Human Weapon Master (Finesse, Defense) 4
Traits: Brave, Lithe Acrobat

Str 15(+2) Dex 19(+4) Con 14(+2) Int 14(+2) Wis 12(+1) Cha 10 (+0)

HP 43 Init +4 Speed 30ft
Defense 18, Flat-footed 10, Touch 18, DR 1d3 (studded leather)
Saves: Fort +6, Ref +8, Will +5
Skills: Athletics 7; Balance +11(7), Bluff +7(7), Climb +9(A), Intimidate +4(4), Jump +11(A), Knowledge (Nobility & Royalty) +5(3), Swim +9(A), Tumble +15(7), Use Rope +11(7)
Feats: Combat Expertise (1, 3), Dodge (1), Weapon Finesse (1)
Abilities: Favored Weapon (rapier), Weapon Pool, Weapon Style (Expert Strike, Weapon Agility)

Attack:
Rapier +10 melee (d6+2, 18-20/x2, piercing) or
Dagger(mw) +9 melee or ranged (d4+2, 19-20/x2, 10ft, piercing or slashing) or
Dagger +8 melee or ranged (d4+2, 19-20/x2, 10ft, piercing or slashing)
Grapple +6

Possessions: Masterwork rapier (320gp), masterwork dagger (302gp), dagger x10 (20gp), masterwork studded leather (175gp)
Backpack (2gp)
- bedroll (1sp)
- climber's kit (80gp)
- grappling hook (1gp)
- oil, 5 flasks (5sp)
- rations, trail 20 days (10gp)
- rope, silk 50ft x2 (20gp)
- torch x5 (5cp)
Pouch, belt (1gp)
-flint and steel (1gp)

Cain is a young human male. He has longish, blonde hair tied to a braid and he dresses in a fancy piece of leather armor. Despite having grown up in the harsh world and having to learn that life isn't child's play, he still sports a boyish outlook in life.
His fighting style is made up of mostly feints and whirling dodges, as he focuses more on making sure that he isn't hit than on hitting himself.
 
Last edited:

JEL

First Post
I don't suppose the characters got saved somewhere? I don't have a back up of mine. I should be able to re-create him if I have to.
 


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