[RG] Industrygothica's "Those Left Behind"




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  1. #1
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    Waghalter (Lvl 7)

    industrygothica's Avatar

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    ø Ignore industrygothica

    [RG] Industrygothica's "Those Left Behind"

    Post accepted characters only please.

    IC Thread
    OOC Thread
    Last edited by industrygothica; Sunday, 1st July, 2007 at 04:12 PM.

 

  • #2
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    Novice (Lvl 1)

    Mista Collins's Avatar

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    Tanith Dathius, female human wizard (illusionist)

    Tanith Dathius

    STAT BLOCK
    Tanith Dathius
    Female Human, 5th level Wizard (Illusionist)
    Deity: Boccob
    Medium Humanoid (Human)

    Hit Dice: 6d4+6 (23hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +3/+3
    Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8)
    Full Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: None
    Special Qualities: Spellcasting, Summon Familiar (Tiny Viper)
    Saves: Fort +4, Ref +5, Will +6
    Abilities: Str 11, Dex 14, Con 12, Int 18, Wis 10, Cha 8
    Skills: Concentrate +10(9), Decipher Script +13(9), Knowledge(arcana) +13(9), Knowledge(the planes) +9(5), Spellcraft +13(9), Listen +4(4), Spot +4(4),
    Feats: Scribe Scroll, Greater Spell Focus (Illusion), Eschew Materials, Extend Spell(B), Empower Spell
    Alignment: Neutral Good
    Current XP: 15,000 XP

    Languages spoken: Common, Draconic, Elven, Dwarven, Orc

    Equipment: Explorer's Outfit, Light Crossbow, 20 Bolts, 2 Daggers, Hat of Disguise, Hand of the Mage, Cloak of Resistance +1, Belt pouch containing 6gp.

    Heward's Handy Haversack, Spellbook, Scrollcase (Alarm, 2 Comprehend Languages, Reduce Person, Disguise Self), Sack containing 220 pp.

    Total weight carried is 25.1/38lb.
    Current Load: Light


    SPELLS

    Spells per Day: 5/5/5/4
    Prohibitied Schools: Enchantment & Necromancy

    Spells Memorized
    0th level
    - Acid Splash
    - Detect Magic
    - Detect Magic
    - Ghost Sound
    - Prestidigitation

    1st level
    - Magic Missile
    - Magic Missile
    - Magic Missile
    - Color Spray
    - Mage Armor

    2nd level
    - Invisiblity
    - Mirror Image
    - Flaming Sphere
    - Summon Monster II
    - Melf's Acid Arrow

    3rd level
    - Displacement
    - Fireball
    - Fireball
    - Haste

    Spells in Spellbook
    0th level DC 14 (16 for Illusions)
    Resistance: Subject gains +1 on saving throws.
    Acid Splash: Orb deals 1d3 acid damage.
    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Dancing Lights: Creates torches or other lights.
    Flare: Dazzles one creature (-1 on attack rolls).
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.
    Ghost Sound: Figment sounds.
    Mage Hand: 5-pound telekinesis.
    Mending: Makes minor repairs on an object.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.
    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Prestidigitation: Performs minor tricks.

    1st level DC 15 (17 for Illusions)
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Grease: Makes 10-ft. square or one object slippery.
    Mage Armor: Gives subject +4 armor bonus.
    Burning Hands: 1d4/level fire damage (max 5d4)
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    Disguise Self: Changes your appearance.
    Ventriloquism: Throws voice for 1 min./level.

    2nd level DC 16 (18 for Illusions)
    Summon Monster II: Calls extraplanar creature to fight for you.
    Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    Invisibility: Subject is invisible for 1 min./level or until it attacks.
    Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    Melf's Acid Arrow

    3rd level DC 17 (19 for Illusions)
    Summon Monster III: Calls extraplanar creature to fight for you.
    Fireball: 1d6 damage per level, 20-ft. radius.
    Displacement: Attacks miss subject 50%.
    Fly: Subject flies at speed of 60 ft.
    Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
    Haste:
    Last edited by Mista Collins; Wednesday, 5th March, 2008 at 01:56 AM. Reason: spells cast

  • #3
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    Scodi Karakus, Dwarf Bard 5

    Code:
    Name: Scodi Karakus
    Class: Bard
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Moradin
    
    Str: 14 +2 (6p.)                         Level: 5        XP: 10,000
    Dex: 12 +1 (4p.)                         BAB: +3         HP: 35/35 (5d6+15)
    Con: 16 +2 (6p. +2 racial)               Grapple: +5     Dmg Red: -/-
    Int: 12 +1 (4p.)                         Speed: 20'      Spell Res: -
    Wis: 8 -1 (0p.)                          Init: +5        Spell Save: +2
    Cha: 14 +1 (8p. + 1 level -2 racial)     ACP: -1         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +0    +1    +0    +1    +0    17
    Touch: 11              Flatfooted: 16
    
                             Base   Mod  Misc  Total
    Fort:                     +1    +3          +4
    Ref:                      +4    +1          +5
    Will:                     +4    -1          +3
    
    Weapon                       Attack   Damage     Critical
    Longspear +1                   +6     1d8+4       20/x2
    Dagger (thrown, 10ft)          +4     1d4+2      19-20x2
    Dagger (melee)                 +5     1d4+2      19-20x2
    M/W C. Shortbow (ranged, 70ft) +5     1d6+2      20/x3
    
    Languages: Common, Dwarf, Undercommon
    
    Racial Abilities: 
    Darkvision 60ft
    +2 Fort saves vs poison
    Stonecunning (+2 check to notice unusual stonework, can notice by passing within 10ft)
    Stability (+4 to resist being tripped)
    +2 on saves to resist spells and spell-like effects
    +1 attack and damage against orcs and goblinoids
    +4 dodge bonus against giants
    +2 on Appraise and Craft checks relating to stone or metal
    
    Class Abilities:
    Can cast bard spells while wearing light armour without spell failure
    Bardic Knowledge 1d20+8
    Bardic Music: Countersong, Fascinate, Inspire Courage, Inspire Competence
    
    Feats: Improved Intiative, Eschew Materials
    
    Skills                   Ranks  Mod  Misc  Total
    Bluff                      5    +2          +7
    Concentration              8    +3          +11
    Diplomacy                  8    +2   +6     +16
    Gather Information         8    +2          +10
    Intimidate                 0    +2   +2     +4
    Knowledge (history)        5    +1          +6
    Knowledge (local)          1    +1          +2
    Knowledge (nobility)       5    +1          +6
    Perform (drums)            8    +2   +2     +12
    Sense Motive               8    -1          +7
    
    Equipment:                                Cost  Weight
    Chain Shirt +1                            1250      25
    Amulet of Natural Armour                  1000       0
    Handy Haversack                           2000       5
    Wand of Cure Light Wounds (50 charges)     750       0
    Feather Token, whip                        500       0
    Longspear +1                              2205       9
    2 Daggers                                    4       2
    M/W Shortbow, Composite (+2 Str)           525       2
    20 arrows                                    1       3
    M/W Drums                                  100       3
    Entertainer's Outfit                         3       4
    2 Days Trail Rations                         1       2
    Waterskin                                    1       4
    
    
    Total Weight:59lb      Money: 562gp
    
                            Lgt   Med   Hvy  Lift  Push
    Max Weight:              58   116   175   350   875
    
    Age: 59
    Height: 3'11"
    Weight: 150lb
    Spells
    Orisons (3): Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Summon Instrument
    1st level (4): Cure Light Wounds, Expeditious Retreat, Grease, Silent Image
    2nd level (2): Cure Moderate Wounds, Heroism, Silence

    Caster level 5, Save DC: Spell level +2
    Appearance
    Scodi is a well built dwarf with black hair laced with a hint grey. Trim and quite smart, he takes care over his appearance, endeavouring to make the best impressions that he can. His cheery smile is both friendly and welcoming.
    Background
    Those who know him well know that Scodi's cheery facade is a front for a much troubled dwarf. A great battle, he had vowed that he would aid his countrymen, and march in to battle alongside them, his war drums playing a marching tune.

    Of course, it was all good and well saying that you'll help, meaning to do well. When he saw the wall of orcs, Scodi's heart raced. He didn't want to die and he wasn't one to fight them. His drums lead the dwarves to the orcs and then there was chaos. In the ensuing battle, Scodi slipped away, found a mound of rocks and hid, praying to Moradin that he would not be found.

    The battle was a costly one, with many casualties with both orcs and dwarves alike. It preys on his mind to this day that he could have done more, he could have, and that the deaths of some of his allies remain on his hands. Now he travels, doing what he can to make amends for his sins. The fear still remains, and sets in every time he goes to battle, but he thinks perhaps that death is no more than he deserves.
    Last edited by wmasters; Thursday, 5th October, 2006 at 08:30 AM.

  • #4
    Code:
    Name: Vorien
    Class: Monk 1/Fighter 4
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: formerly Heironieous... none at the moment
    
    Str: 16 +3 (8p.+1)   Level: 5        XP: XXXX
    Dex: 10 +0 (2p.)     BAB: +4         HP: 31 (8+4d10+5)
    Con: 12 +1 (4p.)     Grapple: +11    Dmg Red: n/a
    Int: 14 +2 (6p.)     Speed: 30'      Spell Res: 0
    Wis: 12 +1 (4p.)     Init: +0        Spell Save: +0
    Cha: 12 +1 (4p.)     ACP: -6         Spell Fail: n/a
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +7    +0    +0    +0    +0    +0    18 (splint mail)
    Armor:              10    +0    +0    +0    +0    +1    +0    11 (unarmored)
    Touch: 11              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                      6    +1          +7
    Ref:                       3    +0          +3
    Will:                      3    +1          +4
    
    Weapon                  Attack   Damage     Critical
    Unarmed                   +7     1d6+4      20-20; x2  B
    Flurry-Unarmed          +5/+5    1d6+4 x2   20-20; x2  B
    +1/+1 Quarterstaff        +9    1d6+6      20-20; x2  B
    Flurry-Quarterstaff     +7/+7    1d6+6 x2   20-20; x2  B
    +1 Quarterstaff 2-hand    +9    1d6+8      20-20; x2  B
    MW Hvy Pick               +8     1d4+3      20-20; x4  P
    MW Hvy Pick 2-hand        +8     1d4+5      20-20; x4  P
    MW Sling                  +5     1d4+3      20x2; range 50ft B
    Languages: Common, Dwarven, Giant and Goblin

    Abilities: [sblock]Bonus starting feat, Bonus skill points; proficient with simple and martial weapons and with all armor (heavy, medium and light) and shields (including tower shields).

    AC Bonus (Ex)
    When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

    Flurry of Blows (Ex)
    When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action.

    When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

    In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

    Unarmed Strike
    At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

    Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    Unarmed Damage = 1d6+3 (currently)
    [/block]

    Code:
    Feats: 
    Human: Power Attack
    Levels: 1: Combat Expertise, 3: Improved Disarm
    Monk: 1: Improved Unarmed Strike and Improved Grapple
    Fighter: 1: Improved Trip, 2: Weapon Focus: Quarterstaff, 4: Weapon Specialization: Quarterstaff  
    
    Skill Points: 48       Max Ranks: X/X
    Skills                   Ranks  Mod  Misc  Total
    Climb                      4    +3          +7
    Diplomacy                  4    +1          +5
    Handle Animal              5    +1          +6
    Hide                       4    +0          +4
    Intimidate                 6    +1          +7
    Listen                     4    +1          +5
    Move Silently              4    +0          +4
    Profession: Rancher        4    +1          +5
    Ride                       4    +0    +2    +6
    Sense Motive               4    +1          +5
    Speak Language             1cc
    Swim                       3    +3          +6
    
    
    Equipment:                 Cost  Weight 9000gp
    +1 Splint mail          1,350gp   45lb (+6 AC, +0 Dex, -6 ACP, 40% fail, spd 20)
    MW Heavy Pick              312gp    5lb (1d6, 20x4, Piercing)
    +1/+1 Quarterstaff      4,600gp    4lb (1d6/1d6, 20x2, double weapon, Bludgeoning)
    MW Sling                  300gp   --lb (1d4, 20x2, 50ft, Bludgeoning)
    50 Sling bullets            5sp   25lb
    (2) Tree Tokens           800gp   --lb 
    (2) Potion-Magic Fang     100gp   --lb
    (2) Oil-Shillelagh         100gp   --lb
    (2) Potion-Cure Moderate  600gp   --lb
    Potion-Magic Circle-Evil  750gp   --lb
    
    Tree Tokens
    A token that causes a great oak to spring into being (5-foot diameter
    trunk, 60-foot height, 40-foot top diameter). This is an instantaneous
    effect. 
    
    Total Weight:79lb      Money: 84gp 28sp 20cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               100   200   300   600   1,500
    
    Age: 38
    Height: 5'11"
    Weight: 186 lbs
    Eyes: brown
    Hair: platinum blonde (neck length)
    Skin: deeply tanned
    Appearance: Shorter than he appears; a bit rangy and bent. Looks
    a bit worn out. Old scars criss cross his body and are a testament to a
    hard life.

    Background:
    Spoiler:
    Vorien was born on a rather miserable plot
    of land. His parents were dirt farmers, barely able to eke out an existence.
    He lived in a lean-to constructed of wooden planks salvaged from the
    occasional shipwrecks on the reefs about 2 hours to the west the dirt
    farm.

    When he turned 8 a passing monk offered to take Vorien off of his parents
    hands, and they readily agreed… their resources would go much further
    without a growing mouth to feed. Vorien and the monk, Jhev, traveled
    far and wide; Vorien learned much of how the world truly worked. While
    in a mountain boom town, about 4 years later Vorien and Jhev were
    ambushed and kidnapped by slavers and sold to a hobgoblin tribe far away.

    It is there that Vorien first met Luc D’Vries, a fellow kidnapee who
    coincidentally was from the area where Vorien was born. The two
    became fast friends and partners in crime. The harsh martial atmosphere
    of the hobgoblin tribe soon proved to be too much for the elderly
    Jhev; he died.

    Lacking any true direction and strengthened by the only friend he had
    ever had in his life Vorien dedicated himself to learning the art of
    fighting and warcraft at the feet of his hobgoblin masters. Eventually
    proving himself to be an able fighter, though one without any real knack
    for tactics; a shortcoming more than made up for in his friend, whom
    he now called brother, Luc. 14 long years after they had been taken,
    Luc and Vorien won their freedom unexpectedly when and roving band
    of adventurers came across the tribe and attempted to free the slaves.
    They died for their temerity but in the confusion several of the slaves
    managed to escape.

    Luc and Vorien made their way back to their hometown and Vorien
    took up service as one of Luc’s trusted confidants, eventually
    ending up running Luc’s horse and cattle ranch for him. The two
    were inseparable in the decade that followed and Vorien was named
    god-father to Luc’s daughter Raederlee. He loved her like his own
    daughter and taught her the art of self-defense and how to train
    animals. It was an idyllic life and Vorien couldn’t imagine anything better.

    …he woke up covered in blood one cold morning; there was a bloody
    knife in his hand. While trying to puzzle out what exactly had happened
    several armed men broke down his bedroom door and attempted to
    subdue him. He fought like a lion and laid out three of them, but in
    the end they overpowered him and dragged him before Luc. Vorien’s
    heart broke that day and it has never quite recovered. Cradled in
    Luc’s arms was Raederlee’s savaged body, quite obviously dead;
    brutally butchered at that. Looking into Luc’s eyes and noting the
    pain and anger there he knew what had happened—Someone, for
    some reason, had set him up
    . It was expertly done but why did
    they do it? Why him? Why Luc? And why poor Raederlee?

    From beneath the floorboards under his bed his captors brought
    fourth a small locked chest. On opening it there were detailed reports
    as to the weak points in the ranch’s perimeter and recommendations
    as to where a potential cattle thief or horse thief might gain entry.
    There were also detailed blueprints, houseplans, and a map to the
    D’Vries family ancestral vault, along with a detailed description of
    all the wealth that lay within.

    Vorien protested any knowledge of the contents of the chest and
    proclaimed himself innocent to his friend. But the coldness in Luc’s
    eyes told Vorien that there would be no mercy. All evidence
    pointed to Vorien as a murderer and a betrayer; worse even… a
    kinslayer to a man who called him brother. Unable to kill the man
    who’d kept him alive on so many different occasions, Luc sent
    Vorien to the Kranduuth Penitentiary, so live out his live doing
    hard time; fully expecting his former friend to died within the year.

    Vorien survived however, and eventually escaped the prison by
    slaying a corrupt guard. He’s been running for months now…
    where is he? How will he be able to prove his innocence? Who
    set him up? He doesn’t have any answers, but he’ll do his best
    to find out.
    Last edited by Post Life Entity; Wednesday, 4th October, 2006 at 04:00 PM.
    The cops in the back of that book are super cops... they're Jason Vorhees with a badge.

  • #5
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    Waghalter (Lvl 7)

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    Courage

    Courage Bloodstone

    Character Sheet


    Code:
    Name: Courage Bloodstone
    
    Class: Ranger/(Ex-)Paladin
    Race: Half-Elf
    Size: Medium
    Gender: Female
    Alignment: Lawful Good
    Deity: Elhonna
    
    Str: 12 +1 (4p.)             Level: 2/3      XP: 10,000
    Dex: 17 +3 (10p. +1 level)   BAB: +5         HP: 34/34 (2d8+3d10+5)
    Con: 12 +1 (4 p.)            Grapple: +6     Dmg Red: -/-
    Int: 10  0 (2p.)             Speed: 30'      Spell Res: -
    Wis: 10  0 (2p.)             Init: +3        Spell Save: +2 (enchantment)
    Cha: 14 +2 (6p.)             ACP: 0          Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +0    +3    +0    +0    +0    18
                       Touch: 13              Flatfooted: 15
    
                             Base   Mod  Misc  Total
    Fort:                     +6    +1    +2    +9
    Ref:                      +4    +3    +2    +9
    Will:                     +1     0    +2    +3
    
    Weapon                       Attack   Damage     Critical
    Battleaxe                      +7     1d8+1       20/x3
    Comp Longbow (ranged, 110ft)   +10    1d8+3       20/x3   (30')
                                   +9     1d8 +2      20/x3   (110')
                                   +7     1d8 +2      20/x3   (220') ...
    
    Languages: Common, Elven
    
    Racial Abilities: 
    Low-light vision
    Elven Blood
    Immunity to sleep and similar effects
    
    
    Class Abilities:
    Detect Evil (Sp) at will, DC 11
    Aura of Courage (Su)
    Aura of Good
    Divine Grace (Su)
    Divine Health (Ex)
    Lay on Hands (Su) 6 hp/day 
    Smite Evil (Su) 1/day (+2 attack, +3 damage)
    
    Wild Empathy (Ex) +4
    Favored Enemy (Undead) +2
    
    Proficient in all simple and martial weapons, shield, all armor
    
    Feats: Track, Point Blank Shot, Precise Shot, 
           Rapid Shot (when wearing light or no armor)
    
    Skills                    Ranks  Mod  Misc  Total
    Diplomacy                 0       2     6     6
    Gather Information        0       2     2     4
    Knowledge (geography)     6       0           6
    Listen                    4       0     1     5
    Move silently             4       3           7
    Search                    4       0     1     5
    Sense Motive              6       0           6
    Spot                      4       0     1     5
    Survival                  8       0           8
    
    
    Equipment:                        Cost  Weight
    Composite Longbow (+1 Str), +1     2500     3
       quiver of 20 arrows             1        3
    Battleaxe, Masterwork              310      6
    Mithril Shirt, +1                  2100     10    Subtotal:  4911    22
    
    Ring of Sustenance                 2500     0
    Wand of Cure Light Wounds          750       .06
    everburning torch w/ hood          110      1
    silver holy symbol                  25      .5     Subtotal  3385   1.56
    
    Beltpouch, containing:            1        .5
           chalk                       .01      0
           signal whistle               .8       0    Subtotal   1.81    .5
    
    Backpack, containing:           2      2
         3 x quiver of 20 arrows    3     9
         2 x signal whistle         1.6      0
         3 x chalk                  .02     0
         traveller's clothing 
                (with cool jacket)  0     4
         hourglass                  25     1
         basic grooming kit         .5     1     Subtotal   32.12       17
    
    
    
    Total Weight:  41.06 lb      Money: gems worth 500, 100, 50 gp
                                 2pp 7 cp.
    
                            Lgt  Med   Hvy   Lift  Push
    Max Weight:             43   86    130   260   650
    
    Age: 27
    Height: 5'2"
    Weight: 116lb


    Appearance
    Courage description to follow


    Background
    Courage Bloodstone thought she had her life sorted out. Her training as a ranger had gone impressively. She was one of the one of the best trackers her master had trained, by virtue of her determination more than anything else. For Courage had focus, and people liked her, and that's why they were so sad the first time she died.

    It was a goblin arrow and she hadn't seen it coming, but there it was in her chest, with her blood all around it, so there could be no doubt. And as she fell on the stone floor, she thought that was pretty much it.

    But people liked Courage, and when she found herself alive she realized that things would be expected of her now. She had been healed, by someone that her friends had found. They had wanted her to keep adventuring with her, but Courage decided she had been saved for a Purpose. So she left the group, gave herself a new surname, and began to train as a paladin. This was not an easy switch for Courage, but her mind was decided. She was older than the others, but that made her better, and she could still track while most of the humans with her couldn’t even see at night. And she was serving her god.

    For two years, Courage traveled as a paladin. She usually worked alone, and she tracked miscreants and lawbreakers and brought them to justice, regardless of their faith or their convictions. But the land has its own stern code, and Courage found that she was not able to fulfill what she felt were her obligations to her god as an instrument of his justice. Temptations are great, and as Courage faced temptation, she knew that her constancy would eventually compromise both herself and her god. And so she left the order honorably, and returned to her old ways living off the land. People like Courage, and she still serves her god, though now in a way that lets her serve the land as well, and lets her decide for herself where best she may serve.

    Level progression: Ranger 1, Paladin 1-3, Ranger 2

    Last edited by Kobold Stew; Wednesday, 4th October, 2006 at 03:29 PM.

  • #6

    Lanek Tal'Kronir - Half-Orc Barbarian

    Stats

    Name: Lanek Tal'Kronir
    Class: Barbarian
    Race: Half-Orc
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: Gruumsh

    Str: 16 +3 (6p. +2 racial) Level: 5 XP: 10,000
    Dex: 15 +2 (6p. +1 level) BAB: +5 HP: 53/53 (5d12+15)
    Con: 16 +3 (6p.) Grapple: +8 Dmg Red: -/-
    Int: 8 -1 (2p. -2 racial) Speed: 30' Spell Res: -
    Wis: 10 +0 (2p.) Init: +6 Spell Save: +0
    Cha: 8 -1 (2p. -2 racial) ACP: -5 Spell Fail: 30%

    Base Armor Shld Dex Size Nat Misc Total
    Armor: 10 +5 +0 +2 +0 +1 +0 18
    Touch: 12 Flatfooted: 16

    Base Mod Misc Total
    Fort: +4 +3 +7
    Ref: +1 +2 +3
    Will: +1 +0 +1

    Weapon Attack Damage Critical
    Heart Striker (Spear +1) +8 1d8+5 20/x3
    MC Longbow+3 (rng,110ft) +7 1d8+3 20/x3

    Languages: Common, Orc

    Racial Abilities:
    Darkvision 60ft
    Orc Blood

    Class Abilities:
    Fast Movement
    Illiteracy
    Rage 2/day
    Trap Sense +1
    Improved Uncanny Dodge

    Feats: Improved Intiative, Weapon Focus (Spear)

    Skills Ranks Mod Misc Total
    Climb 8 +3 11
    Listen 8 +0 8
    Survival 8 +0 8

    Equipment: Cost Weight
    Heart Striker (Spear +1)
    Soul Cage (Chainmail +1)
    MC Longbow +3
    Amulet of Natural Armor +1

    Total Weight: Money:

    Lgt Med Hvy Lift Push
    Max Weight:

    Age: 23
    Height: 6'6"
    Weight: 215 lb


    Background

    Lanek was born to a human mother in a small village somewhere on the frontier of the wilds that was attacked and plundered by orcs numerous times in the past. He was even stolen by orcs on a subsequent raid and raised as one of their own. Lanek was content with this life for many years, where he learned how to survive - and how to fight. He was especially skilled with the spear - the weapon of the god he pays homage to: Gruumsh.

    Lanek earned a reputation for his fearsomeness in battle on the many raids conducted by his tribe. This led to jealousy among the other orcs, and fear among the leaders - fear that Lanek may one day challenge and overthrow them, a half-blood at that! In an act of betrayal, they attacked him and left him for dead in the wilderness.

    Lanek survived the attack and used what the orcs had taught him. He managed to catch up with the tribe and watched from the darkness and waited. Knowing there was no way to exact his revenge on the whole tribe through killing them all - just as they planned to kill him - he decided to steal the tribe's prized relics: Heart Striker (a spear) and Soul Cage (a suit of mail). He now carries these relics with pride, and seeks to further his skills in combat (as well as his material possessions) as an adventurer.


    Appearance

    Lanek stands six and a half feet tall with dark leathery green skin and pale grey eyes. His long and unkempt black hair dangles off his head in many matted locks and he keeps an unshaven wiry beard. his body is covered in large unsightly scars - which he sports with pride. If his skin isn't a dead giveaway, his sloping forehead and jutting jaw make his orcish heritage plain for all to see. He is rarely seen not donned in his mail and brandishing his spear, Soul Cage and Heart Striker.
    Last edited by Grimror; Monday, 9th October, 2006 at 07:36 AM.

  • #7

    Jonas Cleighton Human Cleric

    Jonas is a devout and dedicated Olidammaran, which is to say he looks less like a typical cleric and more like a common rogue or fencer. Indeed this is a fairly accurate description. Jonas is tall and lean, in fact he could stand to gain a few pounds in his mother's estimation. He's quick-witted, well-schooled, and cocky to the point of rashness at times. It takes something truly unusual to catch him unawares or without words.

    Link to my character sheet

  • #8
    Registered User
    Waghalter (Lvl 7)

    industrygothica's Avatar

    Join Date
    Aug 2004
    Location
    Wichita Falls
    Posts
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    ø Ignore industrygothica
    Quote Originally Posted by Eva of Sirrion

    Would you mind posting your character here in a format similar to the others? I'd like to have them all on the same page if possible. Be sure to keep track of the charges left in your wand, and other expendable items.

    Thanks..

    IG

  • #9
    Jonas Cleighton

    STAT BLOCK
    Jonas Cleighton
    Male Human, 5th level Cleric
    Deity: Olidammara
    Medium Humanoid (Human)

    Hit Dice: 5d8+5 (31hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Dex, +5 armor (+1 mithral shirt), +1 shield), touch 12, flat-footed 16
    Base Attack/Grapple: +3/+3
    Attack: +6 masterwork rapier melee (1d6) or +5 dagger melee (1d4) +5 light crossbow ranged (1d8)
    Full Attack: +6 masterwork rapier melee (1d6) or +5 dagger melee (1d4) +5 light crossbow ranged (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: turn undead level 5
    Special Qualities: Spellcasting
    Saves: Fort +5, Ref +3, Will +6
    Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 12
    Skills: Bluff +6 (5) Concentrate +9(8), Diplomacy +8 (5) hide +10 (8) Knowledge(arcana) +3(1) Knowledge(religion) +7(5) Spellcraft +10(8)
    Feats: Martial weapon (rapier), improved turning, weapon finesse
    Alignment: Chaotic Good

    Languages spoken: Common, Celestial, Sylvan

    Equipment: MW rapier, dagger, light crossbow, 20 bolts, 20 MW bolts, +1 mithral shirt, darkwood buckler, Heward's Handy Haversack, waterskin, 5 days trail rations, bedroll, silver holy symbol Olidamarra, silk rope 50 feet, healers kit, cleric's vestment, travelers outfit, 3 flasks alchemists fire, 3 flasks holy water, 5 tindertwigs, wand of cure light wounds (49 charges), 4 potions of shield of faith +4, 2 potions of cure moderate wounds, 219 GP, 9 SP, total weight 75 pounds, 46 pounds in sack total

    Total weight carried is 29/33lb.
    Current Load: Light


    SPELLS

    Spells per Day: 5/4+1/3+1/1+1
    Domains: Chaos & Trickery
    Domain Powers: Chaos spells at +1 level. Bluff, disguise and hide are class skills.

    Spells Memorized
    0th level
    - create water
    - light x 2
    - purify food and drink
    - read magic

    1st level
    - bless
    - entropic shield
    - protection from evil
    - remove fear
    - disguise self (D)

    2nd level
    - Invisiblity (D)
    - hold person
    - owl's wisdom
    - Sound burst

    3rd level
    - Magic Circle against Law (D)
    - searing light

    Last edited by Eva of Sirrion; Friday, 10th November, 2006 at 01:28 PM.

  • #10
    Registered User
    Myrmidon (Lvl 10)



    Join Date
    Feb 2002
    Location
    Florida
    Posts
    8,809

    ø Ignore jkason

    Shaimon Hu'u, barbaric human druid

    Code:
    Name: Shaimon Hu'u
    Class: Barbarian 2 / Druid 4
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: None (nature)
    
    Str: 16  +3 (10p.)     Level: 6        XP: n/a
    Dex: 12  +1 (4p.)      BAB: +5         HP:^ 36/36** (2d12 + 4d8)
    Con: 11  +0 (3p.)      Grapple: +8     Dmg Red: -
    Int: 12  +1 (4p.)      Speed: 40'/30'  Spell Res: -
    Wis: 14  +2 (6p.)      Init: +1        Spell Save: -
    Cha: 10* +0 (1p.)      ACP: -3         Spell Fail: -
    
    Temp: 5 nonlethal damage
    
    * +1 to Cha @ 4th level
    ** +10 temp HP during rage. 
    ^ Diehard feat (disabled at -1 to -9, auto-stabilize)
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +0    +1    +0    +0    +0    17**
    Touch: 11              Flatfooted: 17*
    
    * Uncanny Dodge class ability
    ** AC 15 during rage
    
                             Base   Mod  Misc  Total^
    Fort:                      7    +0    +1*  +8
    Ref:                       1    +1    +1*  +3
    Will:                      4    +2    +1*  +7**
    
    * Cloak of Resistance +1 
    ** +9 during rage
    ^  Resist Nature's Lure: +4 vs. spell-like fey abilities
    
    Weapon                  Attack   Damage*    Critical
    Warhammer +1..............+9.....1d8+4.........x3
    Warhammer +1, 2-handed....+9.....1d8+5.........x3
    MW Comp Longbow (+3 Str)..+7.....1d8+3.........x3, range 110 ft.
    
    * add +2 melee attack / dmg (+3 dmg 2-handed) during rage
    * Coordinated Strike: add +1 competence to melee attack if 
        Companion is attacking same target.
    
    Languages: 
    Common
    Goblin (Int bonus)
    Druidic (druid bonus)
    
    Abilities:
    
    --Human--
    
    * Bonus feat 1st level
    * Extra skill points (+4 1st level, +1 thereafter)
    * Any Bonus languages available
    * Any favored class
    
    --Barbarian--
    
    * Rage 3 +2 Con = 5 rounds (1/day)
    * Fast Movement (+10 base racial)
    * Simple and Martial weapon proficiency
    * Light/Medium armor proficiency
    * Shield proficiency
    * Uncanny dodge: Keep Dex bonus when flat-footed or vs. invisible
    
    --Druid--
    
    * Weapons: club, dagger, dart, quarterstaff, scimitar, sickle,
       shortspear, sling, spear, natural attacks
    * Light / medium armor proficiency (no metal), wooden shields only
    * Divine Spells per day: 
                orisons: 5 (DC 12)
                1st level: 4 (DC 13)
                2nd level: 3 (DC 14)
    * Spontaneous Summon Nature's Ally
    * Animal Companion (Dyspeer - wolf)
         Link (+4 wild emp / handle. Handle as free, push as move)
         Share Spells (within 5') 
    * Nature Sense (+2 Know (nature) and Survival)
    * Wild Empathy +6 (+4 druid, +0 Cha, +2 Handle Animal synergy)
    * Woodland Stride (undergrowth can't impede movement)
    * Trackless Step (can't be tracked in natural surroundings)
    * Resist Nature's Lure (+4 to saves vs. spell-like fey abilities)
    
    
    Feats: Alertness (1st level)
    Endurance (Bonus Human)
    Diehard (3rd level)
    Coordinated Strike (6th level)
    
    
    Skill Points: 54       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    
    --Class--
    Climb......................7....+3....-3"...+7
    Concentration..............5....+0..........+5
    Handle animal..............6....+0..........+6 (+10 w/ companion)
    Intimidate.................5....+0..........+5
    Jump.......................6....+3....-3"...+6 (+10 w/ light load)
    Know (nature)..............6....+1....+4*^..+11
    Listen.....................7....+2....+2~...+11
    Ride.......................0....+1....+2**..+3
    Survival...................5....+2....+2*...+9 (+11 in nature)
    Spot.......................7....+2....+2~...+11
    
    --Cross Class--
    Balance....................0....+1....-3"...-2
    Hide.......................0....+1....-3"...-2
    Move Silently..............0....+1....-3"...-2
    
    *  +2 Nature Sense
    ** +2 Handle Animal synergy
    ^  +2 Survival synergy
    ~  +2 Alertness feat
    "  -3 ACP
    
    
    Equipment:               Cost  Weight
    
    --Worn / Carried--
    
    Dragon brstplt +1.......170pp...30lb
    Warhammer +1...........2312gp....5lb
    MW C Lngbow str +3......700gp....3lb
    Arrows (16)...............1gp....3lb
    Cloak of Resist +1......100pp....1lb
    Backpack..................2gp....2lb
    Belt pouch................1gp..1/2lb
    Spell component pouch.....5gp....2lb
    Explorer's outfit.........--.....--
    Holly and Mistletoe.......--.....--
    
    --In Backpack--
    Potion CLW (x32).........150gp....--
    Bedroll...................1sp....5lb
    Block and tackle..........5gp....5lb
    Fishhook..................1sp....--
    Fishing net (25 sq. ft.)..4gp....5lb
    Flint and steel...........1gp....--
    Rations x2................1gp....2lb
    Rope (hempen, 50ft).......1gp...10lb
    Waterskin.................1gp....4lb
    Antitoxin x2............100gp....--
    Sunrod x2.................4gp....2lb
    Thunderstone.............30gp....1lb
    Climber's kit............80gp....5lb
    
    Total Weight:85.5lbs      Money: 120pp 201gp 8sp 
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                76   153   230   460  1150
    
    Age: 20
    Height: 6'2"
    Weight: 230lb
    Eyes: Green
    Hair: Black
    Skin: Tan
    Spells Prepared
    orisons (5, DC 12): Create Water, Cure Minor Wounds x2, Flare, Mending
    1st level(4, DC 13): Faerie Fire, Jump, Magic Fang, Obscuring Mist
    2nd level (3, DC 14): Barkskin, Flame Blade, Spider Climb


    Appearance: Shaimon is a bear of a man, His hair and beard often unkempt. Combined with his height and his breadth of shoulder, he can seem more menacing than he actually is. His tendency to rush toward whatever grabs his attention doesn't help reduce the appearance of hostility. Thankfully, his wide smile often follows as he studies new things with eager curiosity.

    Background
    Shaimon never meant to cause trouble. It was just that 1) he was observant and curious, and 2) he wasn't especially tactful. So he pointed out smells no one else mentioned, picked up on conversations not meant for his ears, and--while quite skillful as a warrior--had a frustrating tendency not to lose to his betters when it came time for traditional sparring.

    It was convenient then (perhaps too convenient) when the village elders singled Shaimon out to undertake a spirit quest. A very long, very solitary vision quest, with a seemingly impossible goal: touch the corners of the world.

    Still, the young man always did like a challenge, and so he set off into the woods, learning its lore and sleeping under the stars and, eventually, hearing a song few others heard. The natural world around him began showing him patterns that worked miracles, and gave him the lupine companion he's come to know as Dyspeer.

    And while he wonders sometimes how and when he'll manage to touch the corners of the world, he doesn't tend to dwell on it. Not when there's so very much to learn out in the world. If only he could figure out that tact thing....


    Level Log
    Character level 6 (Druid 4)

    +1 BAB
    +1 each to Fort and Will Saves
    Class Feature: Resist nature's lure (+4 on saves vs. spell-like fey abilities)
    +1 spell each of orisons, 1st, and 2nd level
    Bonus Feat (level divisible by 3) - Power Attack
    Skill points: 6 (4 +1 Int, +1 human). 1 each in Handle animal, Know (nature), Listen, and Spot. 2 points in Concentration
    +1 Wild Empathy
    +4 HP
    +2 Temp HP during rage


    Animal Companion


    Code:
    Name: Dyspeer
    Race: Wolf (animal companion)
    Size: Medium
    Gender: Male
    Alignment: Neutral
    
    Str: 14  +2   HD: 4        
    Dex: 16  +3   BAB: +3       HP: 29/29 (4d8+8)
    Con: 15  +2   Grapple: +5     
    Int: 2   -4   Speed: 50'      
    Wis: 12**  +1   Init: +3      
    Cha: 6   -2   ACP: -1         
    
    Temp: 3 nonlethal damage, -3 Wis
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3   +0    +4*    +0    21
    Touch: 13              Flatfooted: 18
    
    * +2 Nat Animal Companion bonus
    
                             Base   Mod  Misc  Total
    Fort:                      4    +2          +6
    Ref:                       4    +3          +7*
    Will:                      1    +1          +2
    
    * Evasion: save for 1/2 damage = no damage
    
    Weapon                  Attack   Damage     Critical
    Bite*.....................+6**.....1d6+2.........x2
    
    * Trip ability:
          Successful hit = free trip attempt
          +1 to trip roll
          No AoO, can't be tripped back
    ** Weapon Focus (bite)
    Combat Reflexes: 4 AoO (1 +3 Dex) / round; AoO while flat-footed
    
    
    Abilities:
    
    --Wolf--
    
    * +4 racial bonus to Survival checks when track by scent
    * Low-light vision
    * Scent
    * Trip
    
    --Animal Companion--
    
    +2 HD
    +2 Nat Armor bonus
    +1 Str / Dex
    2 bonus tricks
    BAB as Druid of level = HD
    Good Fort / Ref saves (level = HD)
    1 extra skill point per extra HD
    Link 
    Share spells (5')
    Evasion (Reflex save for 1/2 = no damage)
    
    Tricks:
    Base (Int 2): Track, Heel, Defend, Down, Come, Guard
    Animal Companion Bonus: Attack, Fetch
    
    Feats: 
    Weapon Focus (bite) (species feat)
    Track (species bonus feat)
    Combat Reflexes (3 HD)
    
    Skills                   Base  Bonus   Total
    --Class--
    Hide.......................1....+1*......+3
    Listen.....................2....+1......+3
    Move Silently..............2....+1*......+4
    Spot.......................2....+1......+3
    Survival...................2....+1......+3 (+7 track by scent)
    
    * -1 ACP
    
    
    Equipment:               Cost  Weight
    
    --Worn / Carried--
    
    Chain shirt barding +1..150pp...25lb
    
    Total Weight: 25lb
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                87    174   262.5  N/A    1312.5
    Last edited by jkason; Tuesday, 4th March, 2008 at 03:07 PM. Reason: updated spells

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