Last Stand of the Dorinthians


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  1. #1
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    Ý Ignore Deuce Traveler
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    Last Stand of the Dorinthians

    Please place characters and alts here.

 

  • #2
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    1
    Gold ENnie WinnerI Defended The Walls!

    Ý Ignore Kobold Stew
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    Danica Swann.

    Character Sheet

    Code:
    Name: Danica Swann
    
    Class: Sorcerer
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: Neutral Good
    Deity: none
    
    Str: 7  -2     	Level: 3        XP: 3725+850+825+50+825+1000=7275
    Dex: 15 +2      BAB: +2         HP: 23 (4d4+12)
    Con: 16 +3      Grapple: -1     Dmg Red: none
    Int: 10 +0 	Speed: 30'      Spell Res: none
    Wis: 10 +0      Init: +6        Spell Save: n/a
    Cha: 18 +4*     ACP: n/a         Spell Fail: 0%
    
    * (incl. +1 level)
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +2    +0    +0    +1    13
                      Touch: 12              Flatfooted: 10
                      With Mage Armor: 17
    
                             Base   Mod  Misc  Total
    Fort:                      1    +3   +2     +6
    Ref:                       1    +2          +5
    Will:                      4    +0          +4
    
    
    Weapon                  Attack   Damage     Critical
    Crossbow                  +5     1d8+1      19-20x2  (30')
                           +4     1d8+1      19-20x2  (80')
                           +2     1d8+1      19-20x2  (160') etc.
    
                                  Melee -1, Grapple -1, Ranged +3
    
    
    Languages: Common
    
    Abilities: Summon Familiar (Rat)
    
    Feats: Point Blank Shot, Precise Shot, Improved Initiative
    
    Skill Points: 18       Max Ranks: 6/3
    
    Skills                   Ranks  Mod  Misc  Total
    Concentration              7    +3          +10
    Bluff                      7    +3          +10
    Spellcraft                 1    +0   +2     +3
    Kn (arcana)                5    +0          +5
    (1 rem)
    
    OR:
    PERSUADE                   7   +3         +10
    ARCANA                     5   +0        +6
    CONCENTRATION              7   +3         +9
    RIDE                      2   +2         +4
    
    
                               Lgt   Med   Hvy  Lift  Push
    
    Max Weight:                23    46    70   140   210
    
    Age: 16
    Height: 5'4"
    Weight: 105lb
    Eyes: Blue
    Hair: Black


    Spells


    Cast per day: 6 x cantrip, 7 x level 1, 3 x level 2

    Spells known:
    Cantrips:
    Detect Magic, Message, Prestidigitation, Ray of Frost, Touch of Fatigue, Mending

    Level 1:
    Mage Armor, Ray of Enfeeblement, Unseen Servant

    Level 2:
    Scorching Ray

    Danica has a rat familiar.


    Equipment


    Backpack, containing:
    4 potions of cure light wounds,
    2 Potion of Jump
    everburning torch, with hood,
    and Bag of Holding (250lb, 30 ft3, weighs 15lbs full -- see post 3.214)
    Bell, Winter blanket, scroll case with 4 pieces of parchment,
    chalk, inkpen, 7 days trail rations, watrerskin, whetstone,
    rock with continual light
    14 cp, 21 sp, 147 gp
    30 crossbow bolts, cased in groups of 10.
    (total weight: 7 pounds)

    Belt pouch, containing:
    chalk, vial of ink, flint and steel, signal whistle
    small pieces of string and wood,
    1 potion of cure moderate wounds
    Potion of Invisibility

    garnet/spellbook (as yet unidientified)
    magic ring (as yet unidentified)
    (total weight: 1 pound)

    Travelling outfit, including feminine dark blue silk blouse (weight: 2 pounds)

    Dagger (on belt) (weight: 1 pound)

    Ring of protection +1 (worn)

    Light crossbow, +1, of seeking (see OOC.363)
    20 crossbow bolts
    (total weight: 6 pounds)

    Total encumbrance: 17 pounds (LIGHT)



    Appearance


    [end of ch. 3]

    Danica has finally revealed (confessed) that she has magical abilities, and with this, there is a noticable change in her demeanor. She is standing taller, her shoulders are a bit more relaxed, her chin is steady, and she is no longer hiding herself from the world. She is wearing a dark blue silk bouse that shows off her figure, tucked into traveller's pants, with leather boots rising to her upper calf. Her dark hair, still cropped short, has at least been evened out.

    She carries a crossbow at her side, and a backpack over her shoulder.

    Her smile is still there, and there is a spark in her eyes, thatm for some, will suggest ambition.


    [Beg. of Ch. 3]

    Danica is currently dressed as a young boy, serving as a crossbowman. Her disguise is far from perfect, but she thinks it helps avoid attention. She is small and pretty, but this is hidden by the fact that her clothes are plain and not especially clean and she keeps a pet rat. Her hair has been cut, roughly, to shoulder length, but she continues to take care of it.Still, most people would not take a second look at her, which is apparently what she wants.

    But occasionally, she changes. It is sometimes clear, only in passing, that her natural posture is excellent, even though she often slouches. When she smiles, at you, well, it sticks with you for days, as you try to understand what it was she meant by that. And occasionally, when she's mumbling to herself about something or other, she momentarily can seem like the only person in the room.


    Background


    [ch 1]

    Danica is a 16-year-old girl who has worked for the past 18 months cleaning up for Randal's Ruffians. It's a job, and she does it tolerably well--her smile means they like her, and generally treat her well, even if she is not particularly good at it. The men joke with her, and have taught her some fighting tricks--self defence, how to use weapons, etc. -- because it amuses them, and she seems to have a good eye for such things. But she is not indentured, and has lately been thinking that she should try something new. Like most of the girls in Fair Creek, her body has been going through changes recently. In Danica's case, though, they have been more extreme: she is a spellcaster, it seems, though this is something she has not told anyone. It's not a secret, and she suspects that Hector has figured it out though he hasn't said anything to her. But she doesn't want to make a deal of it. She has discovered that she has ways of fending off the unwanted advances of the occasional drunken Ruffian, and that has made her job a little bit easier.

    When she hears about the Baron's call for assistance, she decides to offer her services. Danica brushes her hair, puts on her cleanest dress, and presents herself.

    [between chapters 1 and 3]

    More recently, Danica has been working as a courier, carrying messages between the various factions of this temporary alliance. Much of her time has been spent alone, waiting for a message or for a reply that she is to bring. This work has expanded her horizons immensely--even in seeing the camps of other races, she has been introduced to new aspects of life. On her own, though, she has felt her magic developing. It will not be easy to keep it secret much longer, she thinks. She feels the powers of life, but with them comes the powers of unlife. This has her scared, but she is emboldened to see what she is now capable of.

    Last edited by Kobold Stew; Saturday, 5th May, 2007 at 04:59 PM. Reason: ch4

  • #3
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    Ý Ignore Ferrix
    My communities:

    Vaerixsjach ďRixĒ
    Lawful Evil Kobold Rogue 2
    Experience (Current/Next Level): 2300/3000


    Age: 7 years
    Gender: Male
    Height: 2 feet.
    Weight: 30 lbs.
    Eyes: Ochre
    Scales: Rust

    STR: 8 [-1]
    DEX: 20 [+5]
    CON: 12 [+1]
    INT: 18 [+4]
    WIS: 10 [--]
    CHA: 7 [-2]

    Hit Dice: 1d4 + 1d6 + 1
    HP: 10
    Armor Class: 17 (10 base + 5 Dex + 2 Armor)
    Initiative: +5
    BAB: +1
    - Melee: +1
    - Ranged: +7

    Speed: 30í

    FORT: +1 (0 Base + 1 Con)
    REFL: +8 (3 Base + 5 Dex)
    WILL: +0 (0 Base + 0 Wis)

    Abilities:
    - Natural Armor +1
    - +2 racial bonus on Craft (trapmaking), Profession (miner) and Search checks)
    - Light Sensitivity
    - Dragon Type (Reptilian)
    - Immune to magic sleep and paralysis effects
    - Darkvision 60 ft.
    - Low-light vision
    - +2 racial bonus on Search checks
    - Sneak Attack +1d6
    - Rapid Retreat
    - Shrewd Trapfinding +2
    - Evasion


    Feats:
    1st Level
    - Dragonwrought (Rust Dragon)


    Skills:
    Search +15 (5 ranks, +4 Int, +4 Race, +2 Rogue)
    Disable Device +13 (5 ranks, +4 Int, +2 Rogue +2 Tools)
    Open Locks +12 (5 ranks, +5 Dex +2 Tools)
    Craft (traps) +11 (5 ranks, +4 Int, +2 Race)
    Sleight of Hand +10 (5 ranks, +5 Dex)
    Spot +5 (5 ranks, +0 Wis)
    Listen +5 (5 ranks, +0 Wis)
    Tumble +10 (5 ranks, +5 Dex)
    Climb +4 (5 ranks, -1 Str)
    Escape Artist +10 (5 ranks, +5 Dex)
    Balance +11 (4 ranks, +5 Dex, +2 Syn)
    Hide +11 (2 ranks, +5 Dex, +4 Size)
    Move Silently +9 (4 ranks, +5 Dex)


    Languages:
    - Draconic, Common, Undercommon, Orc, Elven


    Equipment:
    Armor & Shield
    -Leather (+2 AC, Max Dex 6, 10% ASF) (10gp, 7.5lb)

    Melee weapons
    -Longspear +1 (1d6-1, 20/x3) (5gp, 4.5lb)
    -Dagger +1 or +7 (1d3-1, 19-20/x2, 10 ft.) (2gp, .5lb)

    Ranged weapons
    -Light Crossbow +7 (1d6, 19-20/x2, 80 ft.) (35gp, 2lb)

    Mundane equipment
    -Adventurerís Outfit (gp, -lb)
    -Sundark Goggles (10gp, -lb)
    -Masterwork Thievesí Tools (100gp, 2lb)
    -Bolts (20) (2gp, 1lb)
    -Backpack (2gp, .5lb)
    -Trail Rations, 4 days (2gp, 1lb)
    -Waterskin (1gp, 1lb)

    Found Treasure
    -Journal (?gp)
    -Silver Mug & Poison (?gp)
    -Two Unidentified Vials (?gp)
    -Belt Buckle (?gp)
    -Amber Stone (10gp)
    -Dull Iron Ring (1gp?)
    -Scroll (?)
    -Bolts (10) (1gp, .5lb)

    Weight Carried: 19lb (>>20<</40/60)
    Remaining money: 43gp 35pp


    Description
    Rix is a runt, but a brilliant and talented runt. He stands a meager two feet in height, although if he stretched his double-jointed legs out, he might make two and a half. His limbs are long and spindly, his finger tips reaching almost to his knees. His scales are like polished steel which has been rusted and pitted, a subtle glisten remains. He carries a small backpack, a longspear and a light crossbow. Covering his eyes are a pair of smoky goggles. A yellow bandana runs around his reptilian forehead.

    Personality
    Brilliant, shy and coordinated, Rix is thoroughly sure of his ability to deal with whatever comes his way. Whether if thatís by knowing when to run away, or when to take advantage of the situation, heís capable of it. The loss of his clan has left Rix without the social hierarchy and structure that heís used to, something which he yearns for. Preferring to keep out of the midst of any conflict, he prefers to set traps and then ambush his opponents from afar with his crossbow. He has a misplaced dislike for the typically brutish orcs, blaming them for the fall of his clan.

    Background
    Recognized as a dragonwrought egg before he was born, Rix was taken, as all dragonwrought eggs are, to the holy shrine to be blessed and born there. Recognized for his incredible intellect and aptitude with things mechanical, he was trained by the local trapmaster. He picked up his teachers skills incredibly rapidly, learning about placement, concealment, anatomy, and all other manner of clever tricks and schemes.

    As all kobolds grow incredibly quickly into maturity, his apprenticeship was nearly finished by the time his clan made an agreement with a local orc tribe for providing iron and other metals for weapons and armor. Charged with the duty of protecting the mines along with the others of his clan, he set to work setting up razor-wire, fusillade and the occasional deadfall traps.

    The kobold clan began to flourish with the gold lining their pockets from the orc tribe, but soon the orcs came to resent the dragonkin for their wealth. With their envy, the orcs started demanding more and more of the kobold clan for less and less compensation. Noting this, the kobold clan decided the agreement had reached its end and cut the orcs off from their mines.

    While the kobolds felt that it was the appropriate end to a business deal, the orcs were insulted. They harassed any hunting parties or expeditions that the kobolds set out on. Slowly the food supply dwindled, yet their population was still growing. They decided that a number of them would set out to populate new locations, dig new mines and forge new communities.

    Rix remained behind with his original clan, destined to become the next trapmaster. He continued his work in the mines. The orcs however had other plans, enlisting the aid of goblinoids they laid a network of

    Combat Preferences
    Rix prefers to avoid melee combat at almost all costs. If anything he'll resort to using his longspear from behind a meatshield (ally). If he gets closed on, he'll Withdraw (35 ft. speed) or Tumble away. He will try to work anything to a tactical advantage (cover, concealment, high ground, rough ground, etc.). If he can he'll attempt to maximize sneak attack potential (hit-and-run hide tactics with his crossbow preferrably, although flanking with his longspear works too). He always focuses his attacks on important figures letting his companions deal with lackeys (spellcasters are often his primary target). He uses his small size to his advantage, he is only 2 ft. tall basically so will hide under tables, chairs or get up on the top of dressers, beams, etc. He likes putting something between him and his enemy that keeps his enemy from getting to him, whether that's companions, rough ground, a wall, climbing whatever.
    Last edited by Ferrix; Saturday, 29th July, 2006 at 01:34 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


    http://www.enworld.org/ennies/images...ini_banner.gif

  • #4
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    Ý Ignore Land Outcast
    Basic Story: Born at a small hamlet in middle of the forest where his mother moved to give birth to a half orc, in search of a medium where said kid could fare better. When she left he was still young, and was left under the care of the local priest of the Huntress, a man who went by the name of Ravil. Alexander trained as hunter for the hamlet, and everyso often did scouting assignments requested from Fair Creek. One day, after a week's scouting he returned only to find the hamlet in ruins, the shrine desecrated, everything he had known burned and brought to floor level.... and the corpses gnawed upon...
    Aberrations under the command of the enemy stormed the hamlet, undead, those who corrupt the undending cycle, as the Huntress taught it. He picked up two things, a broken blade, which he affixed to his left wrist with a leather cord and some leather to protect his flesh, and a holy symbol of Artemis, which was still held by the amputated hand of whomever.
    *He has a brownish mark on his throat, reminiscent of a near encounter with death at the jaws of a wolf.

    Alexander
    Half Orc Hunter of The Lady of The Lake
    3900 XP
    Ranger 3

    HD 3d8 (20 hp)

    AC: 17 [+2 Dex, +5 Armor], Touch 12, Flat Footed 15

    Base Attack/Grapple: +3/+8

    Attack:
    Scimitar +8 melee (1d6+5/18-20) or
    Dagger [thrown] +8 (1d4+5/19-20) or
    Longbow +5 (1d8/x3)

    Full attack:
    Scimitar +6 and Punching Dagger +6

    SA: Favoured Enemy +2 []

    SQ: Track, Wild Empathy

    Saves:
    Fort +3 [3 Rng, +0Con]
    Ref +5 [3 Rng, +2 Dex]
    Will +2 [1 Rng, +1 Wis]

    Str 20, Dex 14, Con 11, Int 10, Wis 12, Cha 8

    Feats:Endurance (B), Track (B), Two-weapon fighting (B), Brutal Throw, Quick Draw

    Skills:
    Athletics +9 [6 ranks, +5 Str, -2 ACP]
    Sneak +6 [6 ranks, +2 Dex, -2 ACP]
    Sense +6 [6 ranks, +1 Wis]
    Survival +7 [6 ranks, +1 Wis]
    Handle Animal +8 [6, -1 Cha, +3 Rng]
    +6 ranks in... er...

    Possessions:
    Scimitar
    Punching dagger(made out of a broken sword blade)
    Backpack
    Bedroll
    Grappling hook [Courtesy of the town's armory]
    Sack(x2)
    Flint & Steel
    Longbow [Courtesy of the town's armory]
    38 Arrows [Courtesy of the town's armory]
    Mwk. Chainshirt [Kobold Stash]
    Full suit of elven chain mail [Grome, Gnoll takeover force leader]
    Rope (100 ft.) [Courtesy of the town's armory]
    Battleaxe [Gnoll in goblin fort]
    Wand of Darkness [Goblin Shaman, ex-totem staff, "Diraak"]
    Dagger (x2) [Gnome Settlement]
    Dagger (x3) [Radnal Ruffian's stockpile]
    159 gp, 7 sp

    Sold
    Piece/chunk of obsidian (12.5gp) [Centipede Lair]
    Studded Leather (12.5gp) [Original Equipment]
    Arrow (x2) (Gnoll, Method to cross a creek)

    how was it...
    Alexander
    Half Orc Hunter of The Lady of The Lake
    2900 XP
    Ranger 2

    HD 2d8 (14 hp)

    AC: 17 [+2 Dex, +5 Armor], Touch 12, Flat Footed 15

    Base Attack/Grapple: +2/+7

    Attack:
    Scimitar +7 melee (1d6+5/18-20) or
    Dagger [thrown] +7 (1d4+5/19-20) or
    Longbow +4 (1d8/x3)

    Full attack:
    Scimitar +5 and Punching Dagger +5

    SA: Favoured Enemy +2 []

    SQ: Track, Wild Empathy

    Saves:
    Fort +3 [3 Rng, +0Con]
    Ref +5 [3 Rng, +2 Dex]
    Will +1 [0 Rng, +1 Wis]

    Str 20, Dex 14, Con 11, Int 10, Wis 12, Cha 8

    Feats:Endurance (B), Track (B), Two-weapon fighting (B), [Feat lvl 1]

    Skills:
    Hide +5 [5 ranks, +2 Dex, -2 ACP]
    Move Silently +5 [5 ranks, +2 Dex, -2 ACP]
    Listen +5 [5 ranks, +1 Wis]
    Search +5 [5 ranks]
    Spot +6 [5 ranks, +1 Wis]
    Survival +6 [5 ranks, +1 Wis]

    Possessions:
    Scimitar
    Punching dagger(made out of a broken sword blade)
    Backpack
    Bedroll
    Grappling hook [Courtesy of the town's armory]
    Sack(x2)
    Flint & Steel
    Longbow [Courtesy of the town's armory]
    38 Arrows [Courtesy of the town's armory]
    Mwk. Chainshirt [Kobold Stash]
    Full suit of elven chain mail [Grome, Gnoll takeover force leader]
    Rope (100 ft.) [Courtesy of the town's armory]
    Battleaxe [Gnoll in goblin fort]
    Wand of Darkness [Goblin Shaman, ex-totem staff, "Diraak"]
    Dagger (x2) [Gnome Settlement]
    159 gp, 7 sp

    Sold
    Piece/chunk of obsidian (12.5gp) [Centipede Lair]
    Studded Leather (12.5gp) [Original Equipment]
    Arrow (x2) (Gnoll, Method to cross a creek)


    Lvl 2, Illusions
    Alexander
    Half Orc Hunter of The Lady of The Lake
    1700 XP
    Ranger 2

    HD 2d8 (14 hp)

    AC: 16 [+2 Dex, +4 Armor], Touch 12, Flat Footed 14

    Base Attack/Grapple: +2/+7

    Attack:
    Scimitar +7 melee (1d6+5/18-20) or Longbow +4 (1d8/x3)
    Full attack:
    Scimitar +5 and Punching Dagger +5

    SA: Favoured Enemy +2 []

    SQ: Track, Wild Empathy

    Saves:
    Fort +3 [3 Rng, +0Con]
    Ref +5 [3 Rng, +2 Dex]
    Will +1 [0 Rng, +1 Wis]

    Str 20, Dex 14, Con 11, Int 10, Wis 12, Cha 8

    Feats:Endurance (B), Track (B), Two-weapon fighting (B), [Feat lvl 1]

    Skills:
    Hide +6 [5 ranks, +2 Dex, -1 ACP]
    Move Silently +6 [5 ranks, +2 Dex, -1 ACP]
    Listen +5 [5 ranks, +1 Wis]
    Search +5 [5 ranks]
    Spot +6 [5 ranks, +1 Wis]
    Survival +6 [5 ranks, +1 Wis]

    Possessions:
    Scimitar
    Punching dagger(made out of a broken sword blade)
    Backpack
    Bedroll
    Grappling hook [Courtesy of the town's armory]
    Sack(x2)
    Flint & Steel
    Longbow [Courtesy of the town's armory]
    38 Arrows [Courtesy of the town's armory]
    Mwk. Chainshirt [Kobold Stash]
    Rope (100 ft.) [Courtesy of the town's armory]
    Battleaxe [Gnoll in goblin fort]
    Wand of Darkness [Goblin Shaman, ex-totem staff, "Diraak"]
    Dagger (x2) [Gnome Settlement]
    159 gp, 7 sp

    Sold
    Piece/chunk of obsidian (12.5gp) [Centipede Lair]
    Studded Leather (12.5gp) [Original Equipment]
    Arrow (x2) (Gnoll, Method to cross a creek)


    lvl 1, Homeless
    Alexander
    Half Orc Hunter of The Lady of The Lake
    550
    Ranger 1

    HD 1d8 (8 hp)

    AC: 15 [+2 Dex, +3 Armor]

    Attack:
    Scimitar +6 or Ranged +3
    Full attack:
    Scimitar +2 and Punching Dagger -2

    SA: Favoured Enemy +2 []

    SQ: Track, Wild Empathy

    Saves:
    Fort +2 [2 Rng, +0Con]
    Ref +4 [2 Rng, +2 Dex]
    Will +1 [0 Rng, +1 Wis]

    Str 20, Dex 14, Con 11, Int 10, Wis 12, Cha 8

    Feats:Track (B), [Feat]

    Skills:
    Hide +5 [4 ranks, +2 Dex, -1 ACP]
    Move Silently +5 [4 ranks, +2 Dex, -1 ACP]
    Listen +5 [4 ranks, +1 Wis]
    Search +4 [4 ranks]
    Spot +4 [4 ranks, +1 Wis]
    Survival +5 [4 ranks, +1 Wis]

    Possessions: Scimitar (35 gp), Punching dagger (2 gp) (made out of a broken sword blade), Studded Leather (25 gp), Backpack(2 gp), Bedroll (1 sp), Sack(1 sp x2), Flint & Steel(1 gp), 34 gp, 7 sp, Mwk. Chainshirt, piece/chunk of obsidian
    Last edited by Land Outcast; Thursday, 5th October, 2006 at 03:15 AM.
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #5

  • #6
    Cowled Justice of LPF COPPER SUBSCRIBER
    Guide (Lvl 11)

    GlassEye's Avatar

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    Ý Ignore GlassEye
    My communities:

    Silas Eyrstan the Caernite
    Male Human Wizard (Abjurer) 6
    XP: 15,147 (6897 + 1200 +3300+3,750)
    Neutral Good

    Str 15 +2
    Dex 10 +0
    Con 14 +2
    Int 17 +3
    Wis 10 +0
    Cha 9 -1

    Hit Points 33 (6d4 + 12 Con bonus + 3 familiar)
    Current hit points 33
    AC 10 (18 with Mage Armor/Shield spells), Touch 10 Flat 10
    Init +0
    BAB +3 (+3 wizard), Grap +5 (+3 bab, +2 Str)
    Speed 30 (base 30, light load 40 lbs. (66/133/200))
    Fort +4 (+2 wizard, +2 Con), Ref +2 (+2 wizard, +0 Dex), Will +5 (+5 wizard, +0 Wis)

    PRIMARY ATTACK METHOD
    +6 Melee, mwk quarterstaff, 1d6+3, 20/x2
    Rod of the Python +6 Melee, 1d6+4, 20/x2
    Constrictor Snake, Giant

    Size/Type: Huge Animal
    Hit Dice: 11d8+14 (63 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +8/+23
    Attack: Bite +13 melee (1d8+10)
    Full Attack: Bite +13 melee (1d8+10)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Constrict 1d8+10, improved grab
    Special Qualities: Scent
    Saves: Fort +8, Ref +10, Will +4
    Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
    Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
    Feats: Alertness, Endurance, Skill Focus (Hide), Toughness

    Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.

    Constrict (Ex)
    On a successful grapple check, a constrictor snake deals 1d8+10 points of damage.

    Improved Grab (Ex)
    To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


    OTHER ATTACK METHODS
    +5 Melee, dagger, 1d4+2, 19-20/x2
    +3 Ranged, light crossbow, 1d8, 19-20/x2, 80'r

    Medium, 5'4", 156 lbs., 27 yrs old
    Red hair, blue eyes, pale skin

    Speaks Common, Dwarven, Giant, and Gnome

    Skills
    +11 Concentration (9 ranks +2 Con)
    +8 Decipher Script (5 ranks +3 Int)
    +12 Knowledge (Arcana) (9 ranks +3 Int)
    +12 Knowledge (Architecture & Engineering) (9 ranks + 3 Int)
    +5 Knowledge (History) (2 ranks +3 Int)
    +4 Knowledge (Local) (1 rank +3 Int)
    +2 Listen (0 ranks +2 Alertness)
    +3 Profession (Stonemason) (3 ranks)
    +4 Search (1cc rank +3 Int)
    +17 Spellcraft (9 ranks +3 Int +5 other)
    +2 Spot (0 ranks +2 Alertness)

    Feats
    -Alertness (familiar bonus)
    -Scribe Scroll (wizard bonus)
    -Extend Spell (human bonus)
    -Rapid Reload (1st level)
    -Skill Focus: Spellcraft (3rd level)
    -Still Spell (5th level wizard)
    -Improved Familiar (6th level)

    Wizard Abilities
    -Summon familiarómay summon familiar
    -Specialized in Abjuration school magics.
    -Unable to cast spells from the Illusion & Necromancy schools.

    Familiar: Thebu (Toad)

    Spells Prepared (CL 4, +4 melee touch, +2 ranged touch; ASF 0%
    0th (4+A)- Acid Splash, Detect Magic, Detect Poison, Light, Resistance (Abj.)
    1st (4+A)- Burning Hands, Comprehend Languages, Magic Weapon, Protection from Chaos, Shield (Abj.)
    2nd (4+A)-Alter Self, Extended Mage Armor, Scorching Ray, Scorching Ray, Protection from Arrows (Abj.)
    3rd (3+A)- Deep Slumber, Extended Alter Self, Hold Person, Dispel Magic (Abj.)

    Silas' Original Spellbook (43 of 100 pages used)
    0th- All cantrips (except Illusion & Necromancy cantrips)
    1st- Alarm, Burning Hands, Comprehend Languages, Detect Thoughts, Mage Armor, Magic Weapon, Mount, Protection from Chaos, Protection from Evil, Shield, Sleep
    2nd- Alter Self, Protection from Arrows, Resist Energy, Rope Trick, Scorching Ray
    3rd-Haste, Hold Person

    Festios Zombie-Herder's Spellbook
    1st level- Identify, Endure Elements (A), Protection from Good (A), Charm Person, Enlarge Person, Feather Fall, Nystul's Magic Aura
    2nd level- Resist Energy (A), Obscure Object (A), Summon Swarm, Fog Cloud, Darkvision

    Spell Garnet
    1st- Color Spray, Detect Undead, Endure Elements (A), Hold Portal
    2nd- Magic Mouth, Obscure Object (A), Pyrotechnics, Spider Climb
    3rd- Deep Slumber, Dispel Magic (A), Haste, Hold Person, Magic Circle Against Evil (A), Phantom Steed, Suggestion

    Astraughlay's Spellbook
    All 0 level spells from PHB.
    1st level: Detect Secret Doors, Identify, Charm Person, Color Spray, Disguise Self, Nystul's Magical Aura, Silent Image, Ventriloquism, Cause Fear
    2nd level: Locate Object, See Invisibility, Blur, Hypnotic Pattern, Invisibility, Mirror Image
    3rd level: Displacement

    Kobold's Spellbook (SOLD TO HECTOR)
    [in Draconic]
    [[
    0th- Ghost Sound, Read Magic, Detect Magic, Disrupt Undead, Touch of Fatigue
    1st- Burning Hands, Cause Fear, Chill Touch, Color Spray, Ray of Enfeeblement
    2nd- Mirror Image, Scorching Ray, Spectral Hand]]

    Equipment
    Explorerís Outfit (worn, --wt) --gp

    Dagger (belt left, 1 lb.) 2 gp
    MWK Quarterstaff (right hand (usually), 4 wt) --gp
    Pouch, belt (belt front, .5 lb.) 1 gp
    Spell component pouch (belt right, 2 lbs.) 5 gp
    Scroll case (belt right, .5 lbs.)
    -Scroll 1: Protection from Evil (Caster level 1)
    -Scroll 2: Extended Light (Caster level 2)
    -Scroll 3: Magic Missile
    -Scroll 4: Fireball and Sepia Snake Sigil from Festios Zombie-Herder
    Wand of Magic Missiles (48 47 46 45 44 charges)
    Wand of Darkness (?? charges) --from Alexander; given to Caramip
    Potions: Spider Climb, Cure Light Wounds (x2)

    Crossbow, light (left shoulder, 4 lbs.) 35 gp
    Bolt case (8 bolts) (right shoulder, 1 lb.) 1 gp
    Backpack (center back, 2 lbs.) 2 gp
    Bedroll (below backpack, 5 lbs.) 1 sp

    Waterskin- water (backpack, 4 lbs.) 1 gp
    Torch (x1) (backpack, 1 lbs.)
    Flint & Steel (backpack, --wt) 1 gp
    Trail Rations- 10 days (backpack, 10 lb.)
    Spellbook (backpack, 3 lbs.) 15 gp
    Crossbow bolts (20 bolts, 2 lbs.)
    1 'kobold crystal' (magical)
    troll skull

    Horse
    From the Ruffian stash, Silas will take 2 large sacks (to use as saddlebags), a coil of rope, the grapple, a small bundle of torches (4), a lantern, 2 flasks of oil, a tanglefoot bag, a mirror, a vial of ink, and the paper (5 sheets). Most of this stuff he'll keep in the sacks on the horse but the paper he'll put into his scrollcase for safety and the vial of ink he'll secure in his backpack.

    Coins- 14 cp (pouch)

    Treasure picked up in the Dwarven Caverns (distributed)

    keyring with four black keys with curvy shaped lengths
    a well-made sling
    two small sapphires (150 gp each)
    ten crude gold pieces with the face of a lizard-humanoid emblazoned on both ends
    a silver ring with runes of an unknown language etched upon its surface


    Treasure from Ch. 4 (NOT distributed)

    2 300 gp sapphires
    2 copper necklaces w/ sapphire (500 gp ea.; Phly & Caramip)


    Summary of level updates

    4th level update
    +1 Dex (from 9 to 10 with numerous changes resulting)
    +5 hp
    +1 BAB
    +1 Will save
    learned Protection from Chaos & Rope Trick
    +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)

    5th level update
    +4 hp
    +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)
    Still Spell feat

    6th level update
    +5 hp; +1 BAB; +1 to Fort, Ref, Will saves
    +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)
    Improved Familiar feat
    added Haste & Hold Person to spellbook


    Silas' history
    Silas Eyrstan, known as the Caernite, was born amidst blood and tears in the town of Fair Creek to a mother who did not long survive his birth. Weeks later his father, a skilled stonemason, returned to Fair Creek from the Dorinthian capital where he had been employed in making repairs to the High Temple to find his wife buried. When the midwife placed the robust baby boy in his arms he found he could hold no resentment in his heart but only love for his child.

    The next years were tough. A succession of cruel or indifferent housekeepers left Silas disinclined to leave his fatherís side and the elder Eyrstan disinclined to forbid his son anything if it were within his power to provide. Luckily, Silasí only desire was to be at his fatherís side. Throughout his childhood Silas learned a fair amount of the stonemasonís trade by doggedly following his father as he travelled the lands repairing the great structures of Dorinth or building new architectural wonders.

    It was the intent of both father and son for Silas to apprentice in the stonemasonís craft. That is, until the elder Eyrstan was hired to work among the crew expanding the keep of Baron Karadore. The stonemasons were instructed to salvage stone from a nearby ruin. Silas found the ruin a site of endless fascination and spent countless hours roaming through it. Fascination became near obsession when young Silas discovered runes carved into the walls deep within the ruin. Though the runes were totally foreign to him he spent hours studying them, tracing their shapes in the dirt, and finally begging, borrowing, or just plain stealing what paper he could to make rubbings of the runes before the stonemasons could come to take the stone.

    Totally absorbed in the making of one of his rubbings, Silas was discovered (and, quite frankly, nearly startled out of his wits) by a short fellow, stocky as stone. The fellowís irritation and gruffness melted away when he discovered Silasí passion for the runes and it was only a short time after that Silas was able to convince his father to apprentice him to the odd scholar.

    Silasí apprenticeship was one of excited discovery. Language, history, architecture; the scholar encouraged Silasí passions for it all, provided method for the young manís researches, and awakened and trained his latent talent for manipulating the forces of magic.

    Years passed, his apprenticeship ended, and Silas became known (in a very small circle, however) as a promising young Caernite scholar. He married, had a child of his own. And then disaster: the Tallione Empire invaded Dorinth. Unable to let other men bear the brunt of defending his family and country, Silas charged his aging father with taking his wife and son to safety in Fair Creek and set off to war where his education allowed him to take the position of adjunct to a low-ranked officer.

    After Dorinthís Last Stand Silas wearily made his way to Fair Creek only to find the town deserted. In exhaustion and despair for his family, Silas collapsed. Found by one of Radnalís Ruffians, Silas was led to the refugee camp in the Silver Forest where he was reunited with his family. With the looming threat of the Tallione and their dark allies, Silas will do what it takes to find a safe haven for his familyÖ
    Last edited by GlassEye; Tuesday, 16th September, 2008 at 09:34 PM. Reason: 6th level update

  • #7
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    Name: Kel
    Male Elf Cleric 3
    Alignment: Chaotic Good
    Patron Deity: The Huntress
    Height: 5'9"
    Weight: 96 lbs
    Eyes: Green
    Age: 125
    XP: 1050 + 600 + 550 +600 + 600 +750 = 4150

    Str: 14 (+2)
    Dex: 10 (+0)
    Con: 14 (+2)
    Int: 9 (-1)
    Wis: 18 (+4)
    Cha: 10 (+0)
    +2 Dex, -2 Con (racial), + (level)

    Racial Abilities
    Immunity to magical sleep effects
    +2 racial save bonus vs enchantment spells or effects
    Low-Light vision
    Weapon Prof: Long sword, rapier, long and short bow (incl comp)
    +2 racial Listen, Search and Spot

    Class Abilities
    Cleric
    Turn or rebuke undead
    Domains: Plant, Good

    Hit Dice: 3d8+4
    HP: 26 (10+8+8)
    AC: 16 (+0 Dex, +4 armor, +2 shield, +0 deflection , +0 natural armour)
    * chain shirt - 25lbs; +0 Dex; -2 ACP ; wooden shield - 10lbs, -2 ACP
    ACP: -7
    Init: +0 (+0 Dex)
    Speed: 20ft

    Saves:
    Fortitude +5 [+3 base, +2 Con]
    Reflex +1 [+1 base, +0 Dex]
    Will +9 [+3 base, +4 Wis, +2 Feat]
    *+2 racial save bonus vs enchantment spells or effects

    BAB/Grapple: +2/+4
    Melee Atk: +4 long sword (1d8+2 Dmg, 18-20/x2/Slashing)
    Ranged Atk: +2 long bow (1d8 Dmg, x3, Range100', Piercing)

    Skills: 1x4+1+1=6
    Concentration 5 (3 ranks, +2 Con)
    Craft -1 (0 ranks, -1 Int)
    Diplomacy 0 (0 ranks, +0 Cha)
    Heal 6 (2 ranks, +4 Wisl)
    Knowedge (arcana) -1 (0 ranks, -1 Int)
    Knowledge (religion) 0 (1 ranks, -1 Int)
    Knowledge (the planes) -1 (0 ranks, -1 Int)
    Listen 6 (0 ranks, + Wis, + 2 Racial)
    Profession 4 (0 ranks, +4 Wis)
    Search 1 (0 ranks, -1 Int, + 2 Racial)
    Spellcraft -1 (0 ranks, -1 Int)
    Spot 6 (0 ranks, +4 Wis, + 2 Racial)

    Feats:
    Combat casting - +4 Concentration to cast defensively
    Iron will - +2 Will saves

    Languages: Common, elven

    Equipmenti Light 58/ Medium 116/Heavy 175
    Long sword 15gp (4 lb.)
    Long bow 0gp (3lb.)
    Chain shirt 0gp (25lb.)
    50 arrows 0gp (7.5lb.)
    Backpack 2gp (2lb)
    Heavy wooden shield 7gp (10lb.)
    Bedroll 1sp (5lb.)
    Flask (empty) 3cp (1.5lb.)
    Flint and Steel 1gp -
    Mirror, small steel 0gp (.5lb.)
    Pouch, belt (empty) 1gp (.5lb.)
    Waterskin 1gp (4lb.)
    Whetstone 2cp (1lb.)
    Holy symbol, wooden 1gp (-)
    3 vials of antitoxin
    2 vials of holy water
    10 Trail Rations
    5 Hard Biscuits
    1 Lantern
    1 Tinderboxe
    2 Flasks of Oil
    1 Tanglefoot Bag
    An adequate horse
    1 Small Sack
    1 Mirrors
    Potions of bless
    Total 64lb.

    Money
    491 gp, 19 sp, 3 cp

    spells

    Spells per day 4x0+1; 2+(1)+1x1; 1+(1)+1x2 (n) = domain
    Domains
    Good 0 used
    1. Pro from evil - +2 AC and saves, counter mind control, hedge out elementals and outsiders
    2. Aid - +1 Atk, +1 saves vs. fear, 1d8 temp HPs +1/level (max +10)
    3. Magic Circle Against Evil - as protection spell but 1-' radius and 10 min/level
    Plant 0 used
    1. Entangle - entanle everyone in 40'
    2. Barkskin - +2 (or higher) enchantment to natural armor
    3. Plant Growth - Grow vegetation, improve crops

    Zero - DC 14 0 spells cast
    Detect Magic
    Light x2
    Read Magic
    Guidance

    First - DC15 0 spells cast
    Bless
    Cause Fear
    Shield of Faith

    Second - DC 16 0 spells cast
    Bull's Strength
    Silence



    turn undead

    Pg 159 PHB
    Turning check (1d20+0 (Cha))
    Turning damage (2d6+2 (cleric lvl) + 0 (Cha)



    Appearance: Wild, foreign, feral, draped in furs and shells, fangs, feathers and claws.
    Personality: Tactirum, cautious, observant, calculating
    Background:
    Last edited by D20Dazza; Tuesday, 3rd October, 2006 at 02:45 PM.

  • #8
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    Dartis Kalnian

    Code:
    Name: Dartis Kalnian
    Class: Fighter
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: NG
    Deity: The Rider
    
    Str: 12 +1            Level: 5        XP: 10,550
    Dex: 18 +4            BAB: +5         HP: 46 (4d10+4)
    Con: 12 +1            Grapple: +5     Dmg Red: 
    Int: 11 +0            Speed: 30'      Spell Res: 
    Wis: 10 +0            Init: +4        Spell Save: 
    Cha: 11 +0            ACP: -1         Spell Fail: 
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +(1)    +4    +0    +0    +0    17 (18 w/ buckler, +20 with Shield of Kings)
    Touch: 14              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       1    +3          +4
    Will:                      1    +0          +1
    
    Weapon                  Attack   Damage     Critical
    Composite Longbow +1      +11     1d8+4         20x3
       Rapid Shot             +9/+9  1d8+4         20x3    
    Longsword                 +6     1d8+1      19-20x2
    
    Languages: Dorinthian
    
    Feats: Mounted Combat, Mounted Archery, Point Blank Shot, Rapid Shot, Weapon Focus: Longbow, Weapon Specialization: Longbow
    
    Skill Points: 24       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Climb                      1    +1          +2
    Diplomacy cc           3    +0          +3
    Handle Animal              5    +0          +5
    Intimidate                 3    +0          +3 
    Jump                       1    +1          +2
    Ride                       7    +3    +2    +12
    Swim                       1    +1          +2
    
    Equipment:               Cost  Weight
    Comp Longbow +1 Str      100gp   03lb
    Precise Comp Longbow +1 (+1 Str)
    Chain shirt                 gp   20lb
    36 arrows                 1gp   03lb
    Longsword                15gp   04lb
    Dark green cloak          1gp
    Wooden Buckler
    Backpack
    2 daggers
    5 days rations
    Swift his new mount
    The Shield of Kings, small Shield +2 of arrow catching, can be activated 3 times a day for a +4 charisma bonus that lasts one turn. 
    Spoiler:
    The shield is round, and small; something fit for a warrior on horseback. Around the edges, in script amazingly similar to that used by ancient Dorinthians, are the words: 'The King of All Men' along with engraved laurels. A portrait of a man wearing a breastplate and furs has been hammered into the center of the shield, the exact bearing of a willful and handsome warrior-king from the old barbarian times before Dorinth was ever established. What is more stunning is that the face is an exact twin of Commander Sassarius.
    Total Weight:30lb Money:6gp 0sp 0cp Lgt Med Hvy Lift Push Max Weight: 43 86 130 130 650 Age: 21 Height: 6'2" Weight: 180lb Eyes: Green Hair: Blond Skin: Fair
    Appearance: Dartis is a young man whose bearing has all the hallmarks
    of his aristocratic upbringing. His blond hair is short in the manner of the archers.
    He keeps a sword by his side as he tends to be too close to the enemy when he runs out of arrows.

    Background: Dartis was the youngest son of the Baron of Kalnian,
    a small Barony located in the south. Like his brothers Dartis was raised
    to join the cavalry. He was taught to ride and shoot at a young age. When
    he reached majority, Dartis joined the army just as all the Kalnian's had
    before him. But unlike his ancestors, times were troubled and the Tallone
    were always a threat. Dartis was stationed on the southern border and
    watched for Tallione incursions becoming involved in minor skimishes along
    the border. The real trouble began when the order came to move north to
    quell the riots. Dartis was glad when his commander told them they weren't
    moving as he didn't believe that they should leave the border updefended to
    support the corrupt rule of Rasnen. Once the Tallione invaded soon after
    things changed, Dartis was first and foremost a Dorinthian and he would
    defend his country from the Tallione. His unit was pushed back, and further back.
    The losses were very hard and his unit was disbanded and he was reassaigned
    to a unit from the small town of Fair Creek. This was a small bit of good fortune
    for him on a foul day as he found out that after a long seige his father's keep
    had finally fallen in the south and his family slain.

    Dartis was there at the Lost Battle of Kalden and followed his commander back
    to the town to report the massacre. Dartis rode his horse so hard getting back
    the the poor beast that hea had had since he was a boy, died from the run, But
    the warning was sent. Dartis followed the town watching over the
    migration and awating orders from the only current leige he had, Baron Dorin,
    on how to proceed. Meanwhile he lost most everything he had in the flight from
    Kalden, but his weapons he had with him.
    Last edited by Fenris; Friday, 7th December, 2007 at 09:37 PM.

  • #9
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    Chalik Bermax

    Still some formatting and so on to do, but here's the bulk of the character.

    Chalik Bermax
    Medium-size Male Dwarf
    Rogue2 Fighter1
    Hit Dice: (2d6)+(1d10)+6
    Hit Points: 21

    Abilities
    STR 12 (+1)
    DEX 16 (+3)
    CON 14 (+2)
    INT 14 (+2)
    WIS 10 (+0)
    CHA 8 (-1)

    Initiative: +3
    Speed: Walk 20 ft.
    AC: 16 (flatfooted 13, touch 13)

    Attacks: Dagger +5;Dagger (Thrown) +5;Longbow +5;Rapier (Masterwork) +6
    Damage: Dagger 1d4+1;Longbow 1d8;Rapier (Masterwork) 1d6+1;
    Vision: Darkvision (60')

    Saves: Fortitude: +4, Reflex: +6, Will: +0

    Skills
    Code:
    Skill            Stat      Total   Ability     Ranks
    Appraise          INT        2    =    2       +    0
    Athletics         STR        7    =    1       +    6
    Concentration     CON        2    =    2       +    0
    Craft
      Weaponsmithing  INT       10    =    2       +    6
    Disable Device    INT        7    =    2       +    5
    Disguise          CHA        5    =    -1      +    6
    Escape Artist     DEX        7    =    3       +    4
    Forgery           INT        6    =    2       +    4
    Gather Info       CHA       -1    =    -1      +    0
    Gymnastics        DEX        9    =    3       +    6
    Heal              WIS        0    =    0       +    0
    Open Lock         DEX        9    =    3       +    6
    Persuade          CHA       -1    =    -1      +    0
    Ride              DEX        3    =    3       +    0
    Sense             WIS        5    =    0       +    5
    Sense Motive      WIS        0    =    0       +    0
    Sneak             DEX        9    =    3       +    6
    Survival          WIS        0    =    0       +    0
    Use Rope          DEX        3    =    3       +    0
    Feats
    Combat Expertise
    Dodge
    Weapon Finesse

    Alignment: Lawful Neutral

    Possessions

    Code:
    ITEM                        LOCATION    QTY    WT.    COST
    Alchemist's Fire (Flask)    Carried      2      1       20
    ☐ ☐                
    Bedroll                     Backpack     1      5        0.1
    Arrow                       Carried     20      4        1
    ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐                
    Backpack                    Carried      1      2        2
    Dagger                      Carried      5      1        2
    Longbow                     Carried      1      3       75
    Potion of Invisibility      Backpack     1      0      300
    ☐                
    Rapier (Masterwork)         Carried      1      2      320
    Rations (Trail/Per Day)     Backpack    10      1        5
    ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐                
    Smokestick                  Backpack     2      1       40
    ☐ ☐                
    Masterwork Studded Leather  Equipped     1     20      175
    Tanglefoot Bag              Backpack     2      4       50
    ☐ ☐                
    Masterwork Thieves' Tools   Backpack     1      1      100
    Tindertwig                  Backpack    10      0       10
    ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐                
    Waterskin                   Carried      1      0        1
    Wine (Fine/Bottle)          Backpack     2      1.5     10
    ☐ ☐                
    
    TOTAL WEIGHT CARRIED/VALUE      65 lbs.    1199.1 gp
    Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2 racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Evasion (Ex), Sneak Attack +1d6, Stability, Stonecunning, Trapfinding
    Last edited by Ilium; Friday, 6th October, 2006 at 06:39 PM.
    "GRAAA!! TASTE MY TOOL OF MERCY!"
    -Nifft in this post
    CURRENT GAMES

    Running Heroes of Highdale (on hiatus) IC OOC RG

    Playing in Branding Opportunity's Kill Bargle! IC OOC RG

    Playing in Walking Dad's Base of Operations IC OOC RG

  • #10
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    Myrmidon (Lvl 10)

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    Tessan Ventus, Meatshield

    Character
    Code:
    Name:       Tessan Ventus
    Class:      Fighter
    Race:       Human
    Size:       Medium (5'7", 175 lbs)
    Gender:     Male
    Alignment:  Lawful Neutral  
    
    Str: 16 +3     Level:    4     XP: 7,225
    Dex: 10 +0     BAB:     +4     HP: 42 (4d10+8)
    Con: 14 +2     Grapple: +7
    Int: 13 +1     Speed:   20'    
    Wis: 11 +0     Init:    +0
    Cha: 12 +1
    
    
                          Base  Armor  Shield  Dex  Size  Misc
    Armor: 17              10     +5    +2     +0   +0    +0
    Touch: 10
    Flat:  17
    
                          Base  Mod  Misc
    Fort:  +6              +4    +2   --
    Ref:   +1              +1    +0   --
    Will:  +3              +1    +0   +2
    
    Weapon                Attack  Damage  Critical
    Shortsword               +9     1d6+6     19-20
    Dagger                   +7     1d4+3     19-20
    Dagger, Thrown           +4     1d4+3     19-20
    
    
    Languages: Common, Dorinthian, Halfling
    
    
    Feats:
    Endurance [human]
    Iron Will [1st]
    Combat Expertise [Fighter 1]
    Weapon Focus: Shortsword [Fighter 2]
    Die Hard [3rd]
    Weapon Specialization: Shortsword [Fighter 4]
    
    
    Abilities:
    Bonus Feats
    
    
    Skill Points: 28    Max Ranks: 7/3
    
    Skills:                      Ranks  Mod  Misc
    
    Climb +5                      7     +3    *
    Jump +5                       7     +3    *
    Knowledge: Architecture +2   1cc    +1   --
    Listen +3                    3cc    +0   --
    Spot +3                      3cc    +0   --
    
    *Armor Check Penalty: -5
    
    
    Equipment:                     Cost  Weight
    Shortsword +1                2310gp     2lb
    Dagger (2)                      4gp     2lb
    Battle Axe                     10gp     6lb
    Breast Plate                  200gp    30lb
    MW Heavy Wooden Shield        157gp    10gp
    
    Backpack                        2gp     2gp
    Bedroll                       0.1gp     5lb
    Belt Pouch (2)                  2gp     1lb
    Crowbar                         2gp     5lb
    Flint & Steel                   1gp     -lb
    Shovel                          2gp     8lb
    Tent                           10gp    20lb
    Waterskin                       1gp     4lb
    Whetstone                    0.02gp     1lb
    Winter Blanket                0.5gp     3lb
    
    Total Weight: 99lb/152lb (medium load)
    Money: 8 gp 3 sp 8 cp

    Background
    I am a soldier, as was my father before me, and his father before him. Legionaire's all, we did battle as men, on foot, face to face with our enemies. Our lives for the Empire.

    I was born while my father was away, fighting for the glory of Tallione. He was there during the during the final push of the last Dorinthian War. He was one of the few who made it back at all, even if he was no longer the man he used to be. Often in my youth he would sit by the fire at night, looking at the space where his leg should have been and he would tell me tales of his service. The battles and the glory, and the terrible losses that the Dorinthians wreaked upon his comrades. It was always my destiny to follow in his path.

    When I came of age, I entered the service of my Empire. The night before I left my home to begin my new duties, my father took me aside and handed me his sword. A legionaire's sword, decorated with the Tallione eagle. It was the sword of my grandfather, blessed by the gods, an heirloom of the Ventus line. Not a noble's weapon, not gilt or jewels adorn it. It is the sword of a soldier. Sharp. Made to be used. I wore it with pride as I joined the legion. Two years later I marched for Dorinth with the sword at my side.

    The war seemed to be in our favor at first. We marched on Dorinam as conquerers, and quickly defeated their weak king. But the people themselves proved more of a challenge. As the war continued, our losses increased. True to my father's tales, the Dorinthians were fierce in battle. I reveled in the conflict, eager to prove myself on the field of battle. But as the fighting grew more fierce, I began to notice changes in the character of the legion. Discipline broke down, and often the troops were allowed. . . or encouraged to commit horrible deeds in the name of the Empire. This was not two armies meeting on the field of battle with honor, this was not the way of my father.

    I stood victorious at the Battle of Kalden. The fighting had been fierce, and our victory won at a terrible cost. But we had held the day. After the battle though, the mood turned dark. My fellow soldiers, and the officers meant to be their guidance, all turned upon the civilians and refugees. The innocent and the helpless were slaughtered. . . in the name of the Empire. Sickened, I turned away from the massacre and tried to flee. My commander noticed my motion, and moved to confront me. We argued over the bloodshed, and I decried the legions' atrocities. He drew his blade on me and I was forced to defend myself. I left his body on the field of battle as I stumbled away in a daze. I gazed down at the blade of my sword, red with blood, Tallione blood. I had betrayed the memories of my father and grandfather. . . or perhaps the Empire had betrayed their memories . . . or perhaps both.

    I found myself alone, outside of the town, covered in the blood of my own comander. I threw aside the trappings of my service. The shield and the cape and the spear of a legionaire were all cast aside, but the blade stayed with me. I could not bring myself to abandon it. I replaced my shield with that of a fallen Dorinthian soldier and fled into the night. I had no direction, and no concept of what awaited me, but I could no longer return.


    tracking

    +50 xp swearing an oath
    + Breast Plate
    - MW Scale Mail
    + Battle Axe
    +1,100 xp for a battle with orcs
    Attached Thumbnails Attached Thumbnails roman_soldier.jpg  
    Last edited by hafrogman; Monday, 12th March, 2007 at 06:45 PM.
    PbP Signature: http://www.enworld.org/forum/5934473-post84.html

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