Rhun's Greyhawk ALPHA Campaign - ToEE




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  1. #1
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    ř Ignore Rhun

    Rhun's Greyhawk ALPHA Campaign - ToEE

    This is the Rogue's Gallery for Rhun's ALPHA Campaign. I have posted your PCs here in spoilers blocks...feel free to repost them below so that you can edit them at your convenience. Also, I apologize ahead of time for not having the original formatting on them, but I had them saved as text.


    Cast of Characters

    CURRENT

    Ragnok Drakeforge, Quester of The Soul Forger (NG dwarf male Fighter 6)
    Coraine Vagrius (LG oeridian male Paladin 2 / Knight 4)
    Verdis Amnell Human (CG suloise male Warlock 6)
    Dara (CG oeridian female Barbarian 1/Sorcerer 5)
    Kurt the Purger (NG oeridian male cleric 6)
    Trevor Champlaign (NG male rogue 3/fighter 3)


    KILLED IN ACTION
    Lucius Octavian (LG oeridian male fighter 1/cleric 1) - slain fighting "The Master"
    Jorb (CG half-orc male half-orc paragon 1/human paragon1) - slain fighting "The Master"
    Otto Nimbletoes (CG halfling (fey bloodline) male Rogue 2/Pargon 1) - slain by Earth Elemental

    MISSING IN ACTION
    Rodigan "the Restless" (NG oeridian male martial rogue 1/fighter 1) - disappeared while scouting the moathouse


    RETIRED
    Kine Rivent (CG high elf male bard 2)
    Two-Axe (CG half-orc fighter 3)
    Marco Dessard (LN oeridian human male archivist 3)
    Last edited by Rhun; Friday, 10th February, 2012 at 03:31 AM.

 

  • #2
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    Combat Stats

    Dara, human Barbarian 1/Sorcerer 5
    -- STR 14, DEX 14, CON 14, INT 14, WIS 08, CHA 18
    -- Init +2, HP 39, AC 17 (t 12, ff 15), Spot -1 / Listen +3
    -- Fort +6, Refl +4, Will +4
    -- +2 Longsword +7 (1d8+4/19-20)

    Verdis Amnell, human Warlock 6
    -- STR 10, DEX 18, CON 12, INT 12, WIS 12, CHA 16
    -- Init +4, HP 32, AC 19 (t 14, ff 15), DR 1 (Cold Iron) Spot +1 / Listen +1
    -- Fort +3, Refl +6, Will +6
    -- Eldritch Blast +9 (3d6/x2), Heavy Crossbow +9 (1d10/19-20) - (+1 attack & damage within 30' due to Point Blank Shot)

    Ragnok Drakeforge, dwarf Fighter 6
    -- STR 19, DEX 12, CON 16, INT 13, WIS 12, CHA 08
    -- Init +1, HP 58, AC 20 (t 12, ff 18), Spot +1 / Listen +1
    -- Fort +9, Refl +4, Will +4 (+5)
    -- Norryjar +12/+7 (1d10+9+1d6/x3), Throwing hammer +10/+5 (1d4+4/x2/20')

    Coraine Vagrius, human Paladin 4
    -- STR 16, DEX 12, CON 15, INT 10, WIS 12, CHA 16
    -- Init +1, HP 56, AC 24 (t 15, ff 23), Spot +1 / Listen +1
    -- Fort +9, Refl +5, Will +8
    -- +1 longsword +11/+6 (1d8+4/19-20), Longbow +7/+2 (1d8/x3)

    Kurt the Purger, human Cleric 6
    -- STR 16, DEX 11, CON 14, INT 12, WIS 16, CHA 14
    -- Init +0, HP 45, AC 22 (t 11, ff 22), Spot +3 / Listen +3
    -- Fort +8, Refl +3, Will +9
    -- +1 Longsword +9 (1d8+4/19-20), Light Crossbow +4 (1d8/19-20)

    Trevor Champlaign, human Rogue 3/Fighter 3
    -- STR 16, DEX 18, CON 14, INT 12, WIS 10, CHA 10
    -- Init +8, HP 44, AC 22 (t 14, ff 18), Spot +8 / Listen +0
    -- Fort +9, Refl +9, Will +5
    -- +2 Longsword (+11 attack, 1d8+5 damage, crit 19-20 X2), MW Longbow +11 (1d8/x3)





    Level 4
    Dara, human Barbarian 1/Sorcerer 3
    -- STR 14, DEX 14, CON 14, INT 14, WIS 08, CHA 18
    -- Init +2, HP 29, AC 17 (t 12, ff 15), Spot -1 / Listen +3
    -- Fort +5, Refl +3, Will +2
    -- MW Falcion +5 (2d4+3/18-20)

    Verdis Amnell, human Warlock 4
    -- STR 10, DEX 18, CON 12, INT 12, WIS 12, CHA 16
    -- Init +3, HP 22, AC 17 (t 13, ff 14), DR 1 (Cold Iron) Spot +1 / Listen +1
    -- Fort +2, Refl +5, Will +5
    -- Eldritch Blast +7 (2d6/x2), Heavy Crossbow +7 (1d10/19-20) - (Point Blank Shot)

    Ragnok Drakeforge, dwarf Fighter 4
    -- STR 19, DEX 12, CON 16, INT 13, WIS 12, CHA 08
    -- Init +1, HP 41, AC 20 (t 11, ff 19), Spot +1 / Listen +1
    -- Fort +7, Refl +2, Will +2
    -- Norryjar +10 (1d10+6/x3), Throwing hammer +8 (1d4+4)

    Coraine Vagrius, human Paladin 4
    -- STR 16, DEX 12, CON 15, INT 10, WIS 12, CHA 16
    -- Init +1, HP 36, AC 21 (t 11, ff 20), Spot +1 / Listen +1
    -- Fort +9, Refl +5, Will +5
    -- +1 Battleaxe +9 (1d8+4/x3), Longbow +5 (1d8/x3)

    Kurt the Purger, human Cleric 4
    -- STR 16, DEX 11, CON 14, INT 12, WIS 16, CHA 14
    -- Init +0, HP 31, AC 18 (t 10, ff 18), Spot +3 / Listen +3
    -- Fort +7, Refl +2, Will +8
    -- MW Longsword +9 (1d8+3/19-20), Light Crossbow +3 (1d8/19-20)

    Trevor Champlaign, human Rogue 2/Fighter 2
    -- STR 16, DEX 18, CON 14, INT 12, WIS 10, CHA 10
    -- Init +8, HP 30, AC 20 (t 14, ff 16), Spot +6 / Listen +0
    -- Fort +8, Refl +8, Will +3
    -- MW Longsword +8 (1d8+3/19-20), MW Longbow +9 (1d8/x3)
    Last edited by Rhun; Friday, 10th February, 2012 at 03:41 AM.

  • #3
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    ř Ignore Rhun

    Experience

    Encounter 1 - 67 each
    Encounter 2 - 500 each
    Encounter 3 - Gnolls: 150 each
    Encounter 4 - Bugbears: 450 each
    Encounter 5 - The Master & guards: 994 each

    Encounter 6 - Broken Tower Bandits: 386 each
    Encounter 7 - Ghouls & Ghasts: 514 each
    Encounter 8 - Stirges: 300 each
    Encounter 9 - Temple Guards, Gnolls & Bugbear: 747 each
    Encouner 10 - Midnight Battle at the Tower: 400 each
    Encounter 11 - Ghoul Fight, Temple Dungeon Level 1: 550 each

    Encounter 12 - Temple Guard Ambush: 300 each
    Encounter 13 - Earth Elemental: 450 each
    Encounter 14 - Ogre Leader: 200 each
    Encounter 15 - Battle for the Earth Temple: 1300 each
    Encounter 16 - Minotaur Guardian: 200 each
    Encounter 17 - Elite Temple Guards: 1183 each

    Encounter 18 - Trolls, Owlbear and Dire Boar: 932 each
    Encounter 19A - 5 Bugbears: 281
    Encounter 19B - 2 bugbears, Captain of Guard, Half-Orc Acolyte, Human Acolyte: 487
    Encounter 19C - High Priest of Fire, Fire Demon: 675
    Encounter 20 - Bugbears & Ogres, dungeon level 3: 472
    ---------------------------
    Starting XP: 1000
    Total XP Earned: 11538 each

    12538 (2462 to level 6)
    ---------------------------
    Last edited by Rhun; Thursday, 28th January, 2010 at 04:24 PM.

  • #4
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    ř Ignore Rhun

    Loot

    Party Loot as of 03/04/2011

    PP: 176
    GP: 1479
    SP: 1455
    CP: 2612

    - Vial of acid
    - Flask of alchemist fire
    - 4 vials of labeled poisons (arsenic, oil of taggit, large scorpion venom, and greenblood oil)
    - 30 miscellaneous gems (mostly bloodstones, all of approximately 50 gold value each)
    - Disguise kit
    - Cloak of Resistance +1
    - Pair of electrum & silver candle holders (250gp value for both)
    - Potion (Reduce Person)
    - Potion (Cure Light Wounds) [Ragnok]
    - Potion (Owl's Wisdom) [Kurt]

    - Jade cup (35gp)
    - 9 gemstones: 3 agates (8gp each), an amber (80gp), amethyst (110gp), jasper (30gp), pink pearl (60gp), topaz (300gp) and zircon (40gp)
    - Potion (Shield of faith +2)
    - Potion (Mage armor)
    - Potion (Cat's grace)
    - Wand of false life (19 charges) - Taken by Dara

    - Crystal ball
    - Hat of Anonymity (MIC)
    - Arcane scroll 1: dimension door, dominate person, fly - Taken by Dara
    - Arcane scroll 2: phantom steed, charm monster, passwall - Taken by Dara


    - 3 carnelians (40gp value each)
    - 15 miscellaneous agates (10gp value each)
    - 3 bloodstones (60gp value each)
    - 4 citrines (50gp value each)
    - 2 iolites (70gp valueeach)
    - 1 tourmaline (120gp value)
    - Electrum armband (30gp value)
    - Silver belt buckle (15gp value)
    - Gold ring set w/bloodstone (65gp value)
    - Javelin of Lightning
    - Silver skull cloak clasp (value 35gp)
    - Potion (Darkvision)
    - Potion (Cure Serious Wounds) [Ragnok]
    - Potion (Bull's Strength)
    - Potion (Blur)
    - Ring of protection +2

    Otto's Chilled Wine Bag - Ragnok
    This bag holds up to 4 bottles of wine, and keeps them continuously chilled. This is a Prestidigitation effect, but it can only be used to chill wine bottles. The bag can be used to store other objects, but they are not chilled or otherwise affected. Market Value: 500gp. (Currently holds St. Jarna's Red, Elven Plum Wine, and 2 unknown wines taken from Bugbears; Blue Mountain Reserve & Lortmil Farms White were drank.)
    Last edited by Rhun; Friday, 10th February, 2012 at 02:59 PM.

  • #5
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    ř Ignore Thanee

    Dara

    Dara
    Female Oeridian, 1st-Level Barbarian/5th-Level Sorcerer (XP 15,000+)
    Medium Humanoid (Human)

    Hit Dice: 1d12+3 plus 5d4+15 (45 hp) HD/2+1
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 17[21] (+2 Dex, +5 armor, [+4 shield]), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+5
    Attack: +2 Longsword +7 melee (1d8+4/19-20) or MW Falchion +6 melee (2d4+3/18-20)
    Full Attack: +2 Longsword +7 melee (1d8+4/19-20) or MW Falchion +6 melee (2d4+3/18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage (■■■), Spells
    Special Qualities: Fast Movement, Metamagic Specialist (■■■■■)
    Saves: Fort +7, Ref +4, Will +4
    Abilities: Str 14, Dex 14, Con 14(16), Int 14, Wis 8, Cha 18
    Skills: Climb* +6(4), Concentration +12(9), Intimidate +8(4), Jump* +11(4+1cc), Knowledge (arcana) +4(2), Listen +3(4), Spellcraft +10(8), Spot -1(0), Survival +3(4), Swim* +6(4), Tumble* +8(4cc); * Armor Check Penalty 0;
    Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Extra Rage [CW], Power Attack, Combat Expertise, Combat Casting
    Alignment: Chaotic Good

    Dara stands 5 feet 10 inches tall and weighs 138 pounds. She is 19 years old, has long, honey blonde hair and beautiful grey eyes. Her athletic body is well-trained and in perfect shape, and her skin bears a light tan. Despite her martial training, Dara looks all the woman she is; between her feminine curves, lissom moves and a striking self-confidence she appears very attractive. Dara usually wears only a short fur-trimmed skirt with a light ochre tone and matching soft-leather boots, with a short linen tunic underneath her chain shirt. Most of her arms and legs are left bare, but her lower arms are protected by leather bracers. On her back, she wears a small backpack and the scabbard for her mighty falchion.

    Dara speaks Common, Goblin and Orc.

    Spells: As 5th-level sorcerer
    Sorcerer Spells Known (6/7/5; save DC 14 + spell level):
    0 - Detect Magic, Ghost Sound, Light, Mending, Message, Prestidigitation;
    1st - Protection from Evil, Shield, Magic Missile, Fist of Stone [CA];
    2nd - Glitterdust, Web.

    Spell Slots: (■ available, □ used)
    0 ■■■■■ ■
    1 ■■■■■ ■■
    2 ■■■■□

    Active (Spell) Effects:
    none

    Equipment:
    Held: +2 Longsword with Least Weapon Crystal of Illumination [MIC]
    Head: --
    Face: --
    Throat: Amulet of Tears; Constitution +2 [MIC] (■■■)
    Shoulders: Cloak of Resistance +1
    Torso: --
    Body: +1 Twilight Mithril Shirt
    Waist: Healing Belt [MIC] (■■■)
    Arms: --
    Hands: --
    Ring: --
    Ring: --
    Feet: --

    Other Equipment: Masterwork Falchion, Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Belt Pouch, Flint and Steel, Silk Rope (100 ft.), Sack (2), Waterskin, Everburning Torch, Spell Component Pouch (2), Letter of Marque from the King of Furyondy, Wand of False Life (#19), Arcane Scroll of Endure Elements, Resist Energy, Protection from Energy, Arcane Scroll of Fly, Dimension Door, Dominate Person, Arcane Scroll of Phantom Steed, Charm Monster, Passwall, Potion of Cure Light Wounds, Potion of Shield of Faith (+2), Oil of Magic Weapon; 88 pp, 27 gp, 362 sp, 228 cp.

    Mount: Light Horse, Bit and Bridle, Riding Saddle, Saddlebags.

    Background: Dara was born as a member of a small barbarian clan in northern Nyrond. As she grew up, she more and more disagreed with the clan's life and leadership, there had to be more than constant fighting and pillaging. When Dara discovered her magical talents, she left her clan and went on a long journey westwards, on which she hoped to further explore and learn to control the forces slumbering within. Equipped with her martial prowess mostly, there was little else she could use to earn the gold required in the civilized lands, but at least her skill with the blade did earn her the necessary coins and a bit of respect as well. And being able to help others this way was a lot better than what she would have done with her clan. While living the life of an adventurer, Dara's journey continued and so did her magical practicing. Soon she had learned to cast a few simple spells, some of which proved to be an useful aid in battle. And by then she had realized, that battle was to be the center of her life for many years to come. She accepted her fate.

    When Dara learned about the rumors of bandit activity around the once peaceful town of Hommlet, her journey finally had a destination. In Chendl in the Kingdom of Furyondy, agents of the King hired her and others to investigate these rumors. And so Dara came to Hommlet...

    Development
    6th Feat - Combat Casting; Spells - Protection from Evil, Glitterdust
    7th Spells - Read Magic, Fireball
    8th Spells - Ebon Eyes [SC], Heroics [SC], Dragonskin [SC]
    9th Feat - Arcane Strike; Spells - Detect Poison, Polymorph
    10th Prestige Class - Abjurant Champion; Spells - Resist Energy, Haste, Greater Mirror Image [PHB2]
    11th Spells - Mage Hand, Teleport
    12th Feat - Minor Shapeshift [CM]; Spells - 2nd, Heart of Water [CM], Heart of Earth [CM], Ball Lightning [SC]
    Last edited by Thanee; Friday, 24th February, 2012 at 07:30 AM.

    “In our world, immortality is not for the living. The legend lives on!”
    In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


    Wondering what the Dungeon Tiles are like? Take a look here.

  • #6
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    I Defended The Walls!

    ř Ignore Scotley

    Verdis Amnell Human Soluise Warlock 6

    Verdis Amnell Human (Suloise) Warlock 6
    Alignment CG
    Exp. 6808 (as of 1/30/08) near 5th level... Advance to 6th per DM 2/4/12
    Str 10 (2)
    Dex 18 (13) +1 for 4th level
    Con 12 (4)
    Int 12 (4)
    Wis 12 (4)
    Cha 16 (10)

    BAB +4 Grap +4
    Hp 32+(6+5d6(4 each)+6con)
    AC 20, touch 14, flat 16 Damage Reduction 1/Cold Iron
    Saves Fort +5, Reflex +8, Will +8
    Initiative +4
    Age 21
    Height 5'10"
    Weight 155
    Darkvision to 60'

    Languages Common, Ancient Suloise

    +9 Eldritch Blast Ranged Touch 3d6 20/x2 60' r (+1 to hit and damage within 30')
    +5 MW Morning star melee 1d8+2d6 20/x2 p & b
    +4 Dagger melee 1d4+1d6 19-20/x2 p or s
    +8 Dagger ranged 1d4 19-20/x2 10'r p or s
    +9 Heavy Crossbow 1d10 19-20/x2 120'r p (+1 to hit and damage within 30')

    Feats
    -Point Blank Shot
    -Weapon Focus Ranged Spells
    -Precise Shot
    -Extra Invocation-gain an extra warlock invocation

    Skills (9x2+9 Human+9Int)

    Bluff (5+3Cha)
    Concentration (8+1Con)
    Craft (+1Int)
    Diplomacy xx (+3Cha+2Syn)
    Disguise (+3Cha+2Syn--act in character)
    Intimidate (2+3Cha+2Syn)
    Jump (0+0Str)
    Knowledge Arcana (6+1Int)
    Knowledge The Planes (1+1Int)
    Knowledge Religion (2+1Int)
    Listen xx (+1Wis)
    Profession (+1Wis)
    Ride xx (+4Dex)
    Search xx (+1Int)
    Sense Motive (1+1Wis)
    Slight of Hand xx (+2Syn)
    Spellcraft (4+1Int+2Syn)
    Spot xx (+1Wis)
    Use Magic Device (9+3Cha) Can take ten even if distracted or threatened

    Human Abilities
    -Bonus Feat
    -Bonus Skills

    Warlock Class Features/Incantations
    -Eldritch Blast 3d6--Ray, 60' range
    -Detect Magic--At will
    -Damage Reduction 1/Cold Iron
    -Spiderwalk--Spider Climb
    -Hideous Blow--Eldritch Blast damage added to melee attacks.
    -Deceive Item
    -See the Unseen--darkvision to 60' and see invisible as the spell
    -Eldritch Chain--if first blast hits jump to secondary target at half damage, additional target at 10th, 15th and 20th.
    -Sickening Blast--Targets of the Eldritch Blast must make a DC16 Fort Save or become sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)


    Gear

    MW Studded Leather Armor 175 gp
    +2 Mithril Chain Shirt 4100 gp
    +2 Cloak of Resistance 4000 gp
    Travelers' Outfit
    Courtiers' Outfit with Jewelry 80 gp

    MW Heavy Crossbow 350 gp
    -20 Bolts 2 gp
    MW Morning Star 308 gp
    Dagger 2 gp

    Horse, Light 0 gp
    -Military saddle 20 gp
    -Bit, Bridle, and bags 0 gp

    Pouch, Belt 1 gp
    Bedroll 1sp
    Tent 10 gp
    Waterskin x2 2gp (water, wine)
    Rations, Trail x4 1 gp
    Sack, Empty 1 sp
    Potion of Cure Light Wounds x3 150 gp
    Sunrod x6 2 gp
    Alchemist's Fire x2

    Bag of Holding, Type I
    Potion Reduce Person
    Arcane scroll of three spells (Ray of Enfeeblement, grease, and pyrotechnics)
    Arcane Scroll (Endure Elements, Resist Energy, Protection from Energy)

    1152 gp 7 sp 10 cp
    3 10 gp gems

    188pp, 1951gp, 365sp, 228cp

    Appearance/Personality: Verdis is a handsome young man of average build. He is lithe and wiry and walks with a confident stride. He wears his almost white blonde hair cut short with a small goette. He has a somewhat distracted air and pale gray eyes often seem out of focus or to be looking at something unseen by others. He is affable and has a knack for drawing others into conversation. He has the somewhat superior air common to pure blooded Suloise, but he suppresses it well. Verdis takes considerable pride in his name and heritage despite his family’s current meager holdings. Perhaps out of some sense of noble obligation or because his own family has fallen on hard times, Verdis tends to favor the underdog. He has a soft spot for people in need and will tend to get involved when he sees someone being oppressed. Personal freedom is very important to him. He dresses typically in a particularly fine chain shirt of mithril with dark red clothes patterned with his personal symbol, a noble pheasant in gold, green and brown taking flight. He wears a black cloak of light material that none the less seems quite durable. Next to his dagger hangs a wickedly spiked steel ball on a stout red oak handle. He carries a heavy crossbow and quiver on his shoulder.

    History/Background: Verdis was born to a once prosperous Suloise family in the Duchy of Urnst. Generations of mismanagement of family assets has left them with only a once proud name and a leaky decaying manor house. Verdis initially showed some talent for magic and was sent to the academy to study the arts of wizardry, but he was dismissed when it became clear that his magic was of a darker sort. A proud young man, he was bitterly angered at this setback. He continues to study a few magical texts in hopes of one day showing the wizards that he could master their petty arts if wanted, but he has embrased the magic that comes more naturally to him. After school, he returned home in disgrace, but his family saw his failure as a mark on their good name and his reception was chilly at best. Young Verdis soon set out to make a name for himself and restore his family's station. His natural charm and warlock powers have allowed him some success, but fame and fortune have so far eluded him. He tends to get involved with causes that have little reward, but the satisfaction of having done a good deed. Hearing rumors of opportunity in the area of Hommlet, Verdis set off seeking adventure.
    Last edited by Scotley; Friday, 10th February, 2012 at 02:58 PM. Reason: update to 6th level!

  • #7
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    ř Ignore Land Outcast
    Ragnok Drakeforge, Quester of The Soul Forger

    Male Dwarven Fighter 3 of Moradin
    NG Medium humanoid
    Init: +1;
    Senses: Listen +1, Spot +1, Search +1
    Darkvision 60ft.
    Stonecunning
    Languages: Common, Dwarven, Gnome
    ------------------------------------------------------------------------
    AC [Fighting Defensively] [ACP= -6]:
    24 26 [+1 Dex, +9 Armor, +4 Shield +2 Dodge], touch 11 13, flat-footed 23 [+4 Dodge bonus to AC vs. Giants]
    HD: 3d10+9 (hp 32)
    Resist:
    Fort +6 [+3 Ftr, +3 Con]
    Ref +2 [+1 Dex, +1 Ftr]
    Will +2 [+1 Wis, +1 Ftr]
    Poison: +2 on saving throws vs. Poison
    Spells: +2 on saving throws vs. Spells and Spell-like abilities
    Stability: +4 on ability checks to avoid being tripped or bull rushed
    -------------------------------------------------------------------------
    Speed: 20 ft. (4 squares)
    Melee: "Norryjar" +9 [+5] (1d10+4/x3) or 2-handed "Norryjar" +9 [+53] (1d10+6/x3)
    Ranged: Throwing Hammer +7 [+3](1d4+4)
    Space: 5 ft. Reach: 5 ft.
    Base Atk: +3; Grp: +7 [+3 Bab, +4 Str]
    Special Actions:
    +1 on attack rolls against orcs & goblinoids
    -------------------------------------------------------------------------
    Abilities: Str 18, Dex 12, Con 16, Int 13, Wis 12, Cha 8
    Feats: Power Attack, Power Throw (CAd), Quick Draw, Weapon Focus (Waraxe)
    Skills:
    Appraise +3 [related to stone or metal items]
    Climb +4 [6 ranks, +4 Str, -6 ACP]
    Craf(Weaponsmithing) +7 [5 ranks, +1 Int, +2 Racial]
    Intimidate +0 [1 rank, -1 Cha]
    Jump +4 [6 ranks, +4 Str, -6 ACP]
    +2 bonus on craft and appraise checks related to stone or metal.
    Possessions: "Norryjar" [Mwk. Dwarven Waraxe], Tower Shield, +1 Fullplate, Mwk. Banded Mail, Throwing Hammer(x12)
    Backpack, Mwk. Bandoleer [12 thowing hammers], Bedroll, Crowbar, Flint & Steel, Grappling hook, Sack(x2), Shovel, Silk rope (50ft.), Waterskin, Traveler’s outfit.
    199gp, 36sp, 20cp.
    [900gp-0.1gp-1gp-2gp-1gp-1gp-2gp-330gp-12gp-250gp-30gp-2gp-1gp-10gp-0.2gp=160.7gp]
    [Weapon specialization(4), Combat Expertise(6), Leap Attack (CAd)(6), Improved Critical(8), Greater weapon focus(9), Greater weapon specialization(12)]


    level 2

    Male Dwarven Fighter 2 of Moradin
    NG Medium humanoid
    Init: +1;
    Senses: Listen +1, Spot +1, Search +1
    Darkvision 60ft.
    Stonecunning
    Languages: Common, Dwarven, Gnome
    ------------------------------------------------------------------------
    AC [Fighting Defensively] [ACP= -5]:
    21 23 [+1 Dex, +6 Armor, +4 Shield +2 Dodge], touch 11 13, flat-footed 20 [+4 Dodge bonus to AC vs. Giants]
    HD: 2d10+6 (hp 22)
    Resist:
    Fort +6 [+3 Ftr, +3 Con]
    Ref +1 [+1 Dex, +0 Ftr]
    Will +1 [+1 Wis]
    Poison: +2 on saving throws vs. Poison
    Spells: +2 on saving throws vs. Spells and Spell-like abilities
    Stability: +4 on ability checks to avoid being tripped or bull rushed
    -------------------------------------------------------------------------
    Speed: 20 ft. (4 squares)
    Melee: "Norryjar" +7 [+3] (1d10+4/x3) or 2-handed "Norryjar" +7 [+3] (1d10+6/x3)
    Ranged: Throwing Hammer +6 [+2](1d4+4)
    Space: 5 ft. Reach: 5 ft.
    Base Atk: +2; Grp: +6 [+2 Bab, +4 Str]
    Special Actions:
    +1 on attack rolls against orcs & goblinoids
    -------------------------------------------------------------------------
    Abilities: Str 18, Dex 12, Con 16, Int 13, Wis 12, Cha 8
    Feats: Power Attack, Power Throw (CAd), Quick Draw
    Skills:
    Appraise +3 [related to stone or metal items]
    Climb +4 [5 ranks, +4 Str, -5 ACP]
    Craf(Weaponsmithing) +8 [5 ranks, +1 Int, +2 Racial]
    Jump +4 [5 ranks, +4 Str, -5 ACP]
    +2 bonus on craft and appraise checks related to stone or metal.
    Possessions: "Norryjar" [Mwk. Dwarven Waraxe], Tower Shield, Mwk. Banded Mail, Throwing Hammer(x12)
    Backpack, Mwk. Bandoleer [12 thowing hammers], Bedroll, Crowbar, Flint & Steel, Grappling hook, Sack(x2), Shovel, Silk rope (50ft.), Waterskin, Traveler’s outfit.
    199gp, 36sp, 20cp.
    [900gp-0.1gp-1gp-2gp-1gp-1gp-2gp-330gp-12gp-250gp-30gp-2gp-1gp-10gp-0.2gp=160.7gp]
    [Weapon Focus(3), Weapon specialization(4), Combat Expertise(6), Leap Attack (CAd)(6), Improved Critical(8), Greater weapon focus(9), Greater weapon specialization(12)]



    *Taller than the average dwarf
    *A Tatoo of an anvil on his left arm and one of a hammer on his right one
    *Raven Black Hair and Beard and between them, dark emerald eyes. This features result particularly striking, contrasting strongly with his pale skin. But more striking than that, results the length of the beard, it is quite short for swarven standards, so short that the traditional -and practical- braids can't be made.

    *Particualr features of Equipment:
    Norryjar [Mwk. Dwarven Waraxe]: On the masterwork's handle the father's name is carved in dwarven besides Ragnok's, both flanked by the clan's mark: a flaming shield.
    Tower Shield: Adorned with flame-like carvings, and an anvil at its center.

    *Growing up in a dwarven community makes one understand better that helping others is good, by itself and to yourself; promises, honour, and loyalty are his heart. On the social aspect he is a naturally warm fellow, if a bit naive at times, but when the situation is serious he migh well know off one of his friends that don't behave accordingly. Just some advice: don't rouse his anger.

    Background

    Long ago (or not so long ago by dwarven standards), Korim Drakeforge, Mountain dwarf expatriate, settled himself in the Hill Dwarf settlement at the slope of the Yatil Mountains. And surprisingly, he alone, managed to establish the solid fundations of what would be the Hill Dwarf Drakeforge clan. Four generations went by; altough respected, the clan is still "new", therefore, marriages have been scarce, and it remains quite small, somewhere around 22 members. But now, its numbers have been reduced in one. The patriarch's son is dead.

    When Ragnok found out about his brother's death near Hommlet he decided to depart there, to take vengance and if possible find his remains in hopes they are in the small town's graveyard. But... his father would know nothing about it, Ragnok wasn't yet of age to take leave, he didn't want to lose another son, small enough was the Drakeforge's numbers nowdays. After dialogue, discussion, and argument, showing the strength of character (or "stubborness") typical to the dwurfolk, Ragnok cut his own beard (symbol of dishonour) and didn't deign to speak with his father until he was spoken to. So passed a month...

    The month over, his father didn't speak to him, but one day, early in the morning when the msts still lingered, he came to his -now- eldest son. With an expression halfway between severity and grief, he gave Ragnok his axe, the same one he had carried during his time as a warrior. Now as patriarch of the clan, the axe served only symbollic purpose, now it will serve to protect the family once more. On the masterwork's handle the father's name is carved in dwarven besides Ragnok's, both flanked by the clan's mark: a flaming shield.

    The track was already cold, too much time had passed, and most innkeepers have the memory span of their guest's stay. But Ragnok carried on, until he arrived at Chendil. The same day he arrived to the city, some men approached him with a propposition he couldn't refuse, he was to depart towards Hommlet with a group of people, with the purpose of investigating certain rumors of evil in area. Actually, Ragnok would have refused in a first stance, considering it a clan-only affair that he was in. But upon a second thought, he remembered his brother's combat mastery and waryness... and yet he is no more among the living. On the spot he kneeled, raised a loud prayer of gratitude for this help sent to him by The All Father, and accepted the quest without further doubting.

    If this evil was the same to take his brother, be it warned that Ragnok Drakeforge will uproot it and haul its body to the Forge!


    Curtesy of the Crown:
    Riding horse and bag with 50gp

    Bought at The Welcome Wench:
    *Vodka, 5gp* The innkeeper then kneels down and pulls an ornate bottle from beneath the bar. He pauses to blow the dust off of it, and then peers intently at the label. "Aha, Master Dwarf, you seem to be in luck. I've a bottle of potato liqour, bottled in Schwartzenbruin in far off Perrenland. I warn you, though, I have been told that it is quite potent."

    From The Master of the Moathouse: +1 Fullplate
    Last edited by Land Outcast; Friday, 15th June, 2007 at 06:26 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

  • #8
    Registered User
    Gallant (Lvl 3)

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    Melbourne
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    ř Ignore Boddynock
    Code:
    Name:           Coraine Vagrius
    Class:          Paladin
    Race:           Human
    Size:           Medium
    Gender:         Male
    Alignment:      Lawful Good
    Deity:          Heironeus
    
    Str: 16 +3      Level:  4      XP:          6358**
    Dex: 12 +1      BAB:    +4     HP:          36
    Con: 15 +2      Grapple:+7     Dmg Red:     nil
    Int: 10 +0      Speed:  20'*   Spell Res:   nil
    Wis: 12 +1***   Init:   +1     Spell Save:  11 + spell level
    Cha: 16 +3      ACP:    -7     Spell Fail:  0%
    
    * heavy armour encumbrance – full plate
    ** b/f   2167
       plus   994 in battle with Master and guards
       plus   300 against Lubash the ogre
       plus   386 against bandits (post #663)
       plus   514 against smelly ghouls (post #846)
       plus   300 against stirges (post #894)
       plus   747 against guards (post #1021)
       plus   400 against bandits (post #1135)
       plus   550 against ghouls (post #140)
    *** added 4th level attribute bump to Wisdom
    
             Base   Armor   Shld   Dex   Size   Nat   Misc   Total
    Armor:   10     +8      +2     +1    +0     +0    +0     21
    Touch:   11     Flatfooted:    20
    
    Saves:   Base   Mod     Misc   Total
    Fort:    +4     +2      +3     +9
    Ref:     +1     +1      +3     +5
    Will:    +1     +1      +3     +5
    
    Weapon          Attack  Damage       Critical
    Battleaxe +1    +9      1d8+4        x3
    Dagger          +7      1d4+3        19-20/x2
    Dagger (thrown) +5      1d4+3        19-20/x2
    Longbow         +5      1d8          x3
    Warhammer       +7      1d8+3        x3
    
    Languages:      Common.
    
    Abilities:      1 extra feat at first level;
                    4 extra skill points at first level and 1 extra skill point at each additional level;
                    Automatic languages – Common;
                    Favoured class: any;
                    Aura of courage;
                    Aura of good;
                    Detect evil;
                    Divine grace;
                    Divine health;
                    Lay on hands;
                    Smite evil 1/day;
                    Spellcasting;
                    Turn Undead (6/day; turn check 1d20+5*,; turn damage 2d6+4).
    * including +2 synergy bonus from 5+ ranks of Knowledge (Religion)                
    
    Feats:   Cleave;
             Power Attack;
             Weapon Focus (Battleaxe).
    
    Skill Points:   21      Max Ranks:   7/3.5
    Skills                  Ranks  Mod   Misc  Total
    Heal                    +7     +1    +0    +8
    Knowledge (Religion)    +7     +0    +0    +7
    Ride                    +1     +1    +0    +2
    Sense Motive            +6     +1    +0    +7
    
    Equipment:                           Cost  Weight
    Arrows, 20 x2                          2gp  6lb
    Backpack                               2gp  2lb
    +1 Battleaxe                        2310gp  6lb
    Bedroll                                1sp  5lb
    Dagger                                 2gp  1lb
    Flint & steel                          1gp  -lb
    Full plate, MW                             50lb
    Healer’s kit                          50gp  1lb
    Holy water x2                         50gp  2lb
    Longbow                               75gp  3lb
    Outfit, traveller’s                    -gp  -lb
    Rations, trail (per day) x5          2.5gp  5lb
    Rope, silk (50’)                      10gp  5lb
    Shield, heavy steel                   20gp 15lb
    Sunrod x3                              6gp  3lb
    Warhammer                             12gp  5lb
    Waterskin                              1gp  4lb
    Whetstone                              2cp  1lb
    
    Total Weight:   114.74lb
    Money*:         61gp  3sp  8cp (1.44lb)
    *810gp total value – allowing for tithe of 90gp to the Church of Heironeus
    
                    Light   Med    Heavy       Lift  Push
    Max Weight:     0-76    77-153 154-230     460   1150
    
    Spellcasting:
    Spells per day: 1
    Spells known:
                    Bless
                    Bless Water
                    Bless Weapon
                    Create Water
                    Cure Light Wounds
                    Detect Poison
                    Detect Undead
                    Divine Favor
                    Endure Elements
                    Magic Weapon
                    Protection from Chaos/Evil
                    Read Magic
                    Resistance
                    Restoration, Lesser
                    Virtue
    
    Age:     17
    Height:  5’10”
    Weight:  180lb
    Eyes:    Grey
    Hair:    Honey-blonde
    Skin:    Tanned
    
    
    
    Mount: Light Pony
    Large animal
    
    Initiative +1 (+1 Dex); Senses: Listen +4, Spot +4
    
    AC 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)
    hp 19 (3 HD) (3d8 + 6)
    Fort +5, Ref +4, Will +2
    
    Speed: 60 ft
    Melee: Hoof -1 (1d4+1) or 2 hooves -1 (1d4+1) full-attack
    Space: 10 ft; Reach: 5 ft
    Base Attack +2; Grapple +9
    
    Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
    Special Qualities: Low-light vision, scent
    Feats: Endurance, Run
    
    Skills:
    Listen +4
    Spot +4
    Appearance: Coraine is tall, tanned, square-jawed and intense. His honey-blonde hair is cut short and his beard well-trimmed.

    Background: Coraine is the son of a hero. He knows it is true because no less a personage than the king himself told him so. Bralen Vagrius was a paladin of the Invincible One who led a vital attack against the forces of Iuz early in the history of conflict between the two countries. He and a small force of Heironean warriors broke the siege of a small but vital outpost town, at the cost of their own lives. The action enabled a major victory in the ongoing hostilities against Iuz. Belvor IV, touring the battlefield, came across Coraine and his mother Tilina as they mourned Bralen’s loss. Tilina had had a premonition of disaster, which drove her, against all advice and importuning to the contrary, onto the battlefield, dragging her four year old son with her.

    It was here that Belvor found them – the woman keening and rocking the dead knight in her arms, the boy wide-eyed and with tears streaming down his face. The king knelt in front of the boy and told him to dry his eyes, for his father had died a great hero and was surely enrolled in the ranks of the Invincible in heaven.

    “Be brave, and faithful, and serve our God, just as your father did, and he will be proud of you – and you, too, will be a hero.” And that is just what Coraine has sought to do ever since.
    Last edited by Boddynock; Monday, 14th January, 2008 at 02:35 AM. Reason: Used potion of CLW
    ..

    _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

    "Run, my pretty little chunks of XP, run!" (Belkar, OOTS 115)

    My characters: Father Eusebius; Peladus Bralc; Ragnok Drakeforge; Tarag of Clan Durvinn

  • #9
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    Myrmidon (Lvl 10)

    hafrogman's Avatar

    Join Date
    Nov 2002
    Location
    Mesa, AZ
    Posts
    8,167

    ř Ignore hafrogman

    Marco Dessard

    Marco, the healer.

    Character
    Code:
    Name:       Marco Dessard
    Class:      Archivist
    Race:       Human
    Size:       Medium (5'7", 143 lbs)
    Gender:     Male
    Alignment:  Lawful Neutral
    Deity:      Boccob    
    
    Str: 11 +0  (3p.)     Level:    3     XP: 3,847
    Dex: 14 +2  (6p.)     BAB:     +1     HP: 14 (3d6)
    Con: 10 +0  (2p.)     Grapple: +1
    Int: 18 +4 (16p.)     Speed:   30'
    Wis: 16 +3 (10p.)     Init:    +2
    Cha:  8 -1  (0p.)
    
                          Base  Armor  Shield  Dex  Size  Misc
    Armor: 16              10     +4     +0     +2   +0    --
    Touch: 12
    Flat:  14
    
                          Base  Mod  Misc
    Fort:  +3              +3    +0   +0
    Ref:   +3              +1    +2   +0
    Will:  +6              +3    +3   +0
    
    Weapon                Attack  Damage  Critical
    MW Dagger              +2     1d4+2     19-20
    MW Dagger, Thrown      +4     1d4+2     19-20        (10' range increment)
    Mw Crossbow, Light     +4      1d8      19-20        (80' range increment)
    
    
    Languages: Common, Celestial, Draconic, Dwarven, Elven
     
    
    Abilities:
    Dark Knowledge (tactics) [4/day]
    Lore Mastery(Religion)
    
    
    Prayerbook:
    
    0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, 
    Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue 
    1st: Bless, Cure Light Wounds, Deathwatch, Entropic Shield, Magic Stone, 
    Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith
    2nd: Cure Moderate Wounds, Delay Poison
    
    Spells:       DC: 14 + spell level
    
    0th: 4 (Cure Minor Wounds x2, Light, Mending)
    1st: 4 (Bless, Deathwatch, Sanctuary, Shield of Faith)
    2nd: 3 (Cure Moderate Wounds x2, Delay Poison)
    
    
    Feats:
    Skill Focus (Heal)[human]
    Augment Healing[1st]
    Scribe Scroll [Archivist 1]
    Spontaneous Healer[3rd]
    
    Skill Points: 54    Max Ranks: 6/3
    
    Skills:                         Ranks  Mod  Misc
    
    Concentration +6                 6     +0   --
    Decipher Script +12              6     +4   +2
    Heal +12                         6     +3   +3
    Knowledge(Arcana) +10            6     +4   --
    Knowledge(Dungeoneering) +10     6     +4   --
    Knowledge(Nature) +10            6     +4   --
    Knowledge(Religion) +12          6     +4   +2
    Knowledge(The Planes) +10        6     +4   --
    Spellcraft +12                   6     +4   +2
    
    Armor Check Penalty: 0
    
    Equipment:                Cost  Weight
    
    Backpack                   2gp     2lb
    Belt Pouch                 1gp   0.5lb
    Book (Anatomy Notes)      15gp     3lb
    Prayerbook                 -gp     3lb
    Healer's Kit (10 uses)    50gp     1lb
    Holy Symbol (silver)      25gp     1lb
    Ink                        8gp     -lb
    Inkpen                   0.1gp     -lb
    Rations (3 days)         1.5gp     3lb
    Sewing Needle            0.5gp     -lb
    Waterskin                  1gp     4lb
    Whetstone               0.02gp     1lb
    
    MW Light Crossbow        335gp     4lb
    30 Bolts                   3gp     3lb
    MW Dagger                302gp     1lb
    Mithril Shirt           1100gp    10lb
    
    Wand of Lesser Vigor     750gp     -lb              42 charges
                
    
                     Total  2594.12
    
    Total Weight: 36.5 / 38 lb (light load)
    Money: 1547 gp 3 sp 0 cp

    Description
    Marco is a rather scrawny man in his late 20's with dark, lank hair and the pekid look of one who studies too much. He comes across as kind of greasy and weasely, but harmless.
    Background
    Marco is the fourth son of a minor landowner. Slated to join a priesthood, Marco found that he lacked the true devotion of the holy. However, his time exploring the faiths did introduce him to his true passion, knowledge. The temples had some of the best libraries and Marco was a voracious reader. The human body and how it functioned were of great interest to him, but people tended to look askance at his poking around the recently deceased.

    Once again using his near experience with the faithful as a stepping stone, Marco trained as a healer in order to be able to explore the injured and dead without causing too much concern. He does do his best as a healer, but he also likes to take anatomy notes on what he sees under the skin of his patients. Over time, his studies expanded, he never gave up on his life's opus, but he also branched into magic and magical healing as well as various other fields of knowledge.

    Recently, Marco has been wandering the lands in anticipation of the possible upcoming wars, expecting heavy business. He came across one of the bandits, who had been injured falling from a tree. He was actually treating the broken leg when the others arrived and captured him. Appreciative of his help, but not nearly enough to actually let him go, they turned him over to the Master instead of killing him outright. The master being a not too nice sort, has been amusing himself with the caged Marco for a couple of days now.



    http://www.wizards.com/default.asp?x...051007a&page=3
    Last edited by hafrogman; Wednesday, 9th May, 2007 at 05:56 PM.
    PbP Signature: http://www.enworld.org/forum/5934473-post84.html

  • #10
    Registered User
    Myrmidon (Lvl 10)

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    Location
    Columbus, Ohio
    Posts
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    5

    ř Ignore Insight

    Otto Nimbletoes

    Otto Nimbletoes
    Halfling Rogue 2/Paragon 2
    Fey Bloodline (Minor)

    6,358xp

    Ability Scores*
    Str 10 (4pts)
    Dex 18 (10pts)
    Con 14 (5pts) *** +1 at 4th ***
    Int 14 (6pts)
    Wis 10 (2pts)
    Cha 16 (10pts)

    * Modified for Halfling Racial Adjustments.

    Skills
    Bluff (7) +10, Climb (0) +3, Diplomacy (5) +8, Disable Device (5) +9/+11, Gather Information (3) +6, Hide (7) +17, Jump (0) +3, Knowledge (local) (2) +4, Listen (0) +2, Move Silently (7) +14, Open Lock (6) +10/+12, Perform (storytelling) (5) +8, Profession (wine connoisseur) (6) +6, Search (6) +8, Sleight of Hand (4) +8, Spot (1) +1.

    Languages
    Common, Dwarven, Elven, Halfling.

    Feats
    Combat Expertise, Improved Feint.

    Racial & Class Abilities
    Proficiencies: Proficient with all simple weapons, hand crossbow, rapier, sap, shortbow, and shortsword, and with light armor.
    Small Size
    Fear: +2 Morale Bonus on all saves vs. fear.
    Thrown Weapons/Slings: +1 to attack rolls with thrown weapons or slings.
    Thrown Weapon Mastery: +2 damage with thrown weapons or slings.
    Hearing: +2 Racial Bonus to Listen checks.
    Sneak Attack: +1d6 to damage for a Sneak Attack.
    Trapfinding: Can make Search checks to find magical traps.
    Athletic Prowess: Racial Bonus on Climb, Jump, and Move Silently increases to +3.
    Save Bonus: Racial Bonus to all saves increases to +2.
    Evasion: Successful Reflex save negates half dmg attacks.
    Fey Bloodline: +2 to Hide checks

    Combat Mods & Saves
    Base Attack Bonus: +2
    Armor Class: 18, Touch: 15, Flat-footed: 14
    Hit Points: 27
    Fort: +3
    Reflex: +12
    Will: +2
    MW Rapier (Melee): Att +4, Dmg 1d4, Crit 18-20/x2.
    Dagger (Melee): Att +3, Dmg 1d3, Crit 19-20/x2.
    Dagger (Thrown): Att +8, Dmg 1d3+2, Crit 19-20/x2, RI 10.
    Sling (Ranged): Att +8, Dmg 1d3+2, Crit 20/x2, RI 50.

    Equipment
    Masterwork Studded Leather Armor (ACP: 0), Masterwork Small Rapier, Pair of Small Daggers, Sling, 20 Sling Bullets, Backpack, Bedroll, 10 Candles, 2 Flasks of Fine Dwarven Whiskey, Flint & Steel, Vial of Ink, Quill, Journal, Bullseye Lantern, 4 Flasks of Oil, 3 Belt Pouches, 5 Days' Trail Rations, 2 Sacks, 4 Wineskins, Masterwork Thieves' Tools, Traveler's Outfit, 4 Bottles of Fine Wine (St. Jarna's Red, Blue Mountain Special Reserve, Elven Plum Wine, and Lortmill Farms White), 6 Wine Glasses, Chilled Wine Bag*, 3 Potions of Cure Light Wounds.

    * Chilled Wine Bag: This bag holds up to 4 bottles of wine, and keeps them continuously chilled. This is a Prestidigitation effect, but it can only be used to chill wine bottles. The bag can be used to store other objects, but they are not chilled or otherwise affected. Market Value: 500gp.

    Wealth
    998gp.

    Appearance & Details
    Height: 3'6"
    Weight: 140lbs. (a little chubby)
    Hair: Silver, long (kept in a braided ponytail)
    Eyes: Steel blue
    Distinctive Features: Unlike most Halflings, Otto has silver-colored hair and long, sharp ears. This owes completely to his fey heritage. Otto makes no attempts to conceal these features.
    Clothing: Otto typically appears in a traveling outfit comprised of the following: a wide-brimmed simple hat, a beige cloth vest and matching pants, a black leather belt with three pouches, and, when on the road, a navy blue ankle-length hooded cloak.
    Personality: A jovial, happy-go-lucky fellow, Otto Nimbletoes enjoys the finer things in life: wine, women, and song. He has a love of and enthusiasm for wine of all sorts, but also other alcoholic beverages. This love of wine has grown into a full-blown hobby, and Otto travels western Oerth looking for new and wonderful wines, cataloging them all in his little notebook.
    Last edited by Insight; Thursday, 8th November, 2007 at 03:22 PM. Reason: updated xp total
    Leaving EN World for the land of novel writing. I'll be back someday.

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