[RG] Industrygothica's "Those Left Behind"


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Mista Collins

First Post
Tanith Dathius, female human wizard (illusionist)

Tanith Dathius

[sblock=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
[/sblock]

[sblock=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:
[/sblock]
 
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wmasters

First Post
Scodi Karakus, Dwarf Bard 5

Code:
[B]Name:[/B] Scodi Karakus
[B]Class:[/B] Bard
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Moradin

[B]Str:[/B] 14 +2 (6p.)                         [B]Level:[/B] 5        [B]XP:[/B] 10,000
[B]Dex:[/B] 12 +1 (4p.)                         [B]BAB:[/B] +3         [B]HP:[/B] [COLOR=Red]35/35[/COLOR] (5d6+15)
[B]Con:[/B] 16 +2 (6p. +2 racial)               [B]Grapple:[/B] +5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4p.)                         [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 8 -1 (0p.)                          [B]Init:[/B] +5        [B]Spell Save:[/B] +2
[B]Cha:[/B] 14 +1 (8p. + 1 level -2 racial)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +1    +0    +1    +0    17
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     +1    +3          +4
[B]Ref:[/B]                      +4    +1          +5
[B]Will:[/B]                     +4    -1          +3

[B]Weapon                       Attack   Damage     Critical[/B]
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

[B]Languages:[/B] Common, Dwarf, Undercommon

[B]Racial Abilities:[/B] 
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

[B]Class Abilities:[/B]
Can cast bard spells while wearing light armour without spell failure
Bardic Knowledge 1d20+8
Bardic Music: Countersong, Fascinate, Inspire Courage, Inspire Competence

[B]Feats:[/B] Improved Intiative, Eschew Materials

[B]Skills                   Ranks  Mod  Misc  Total[/B]
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

[B]Equipment:                                Cost  Weight[/B]
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


[B]Total Weight:[/B]59lb      [B]Money:[/B] 562gp

                        [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              58   116   175   350   875

[B]Age:[/B] 59
[B]Height:[/B] 3'11"
[B]Weight:[/B] 150lb
[sblock=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[/sblock][sblock=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. [/sblock][sblock=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.[/sblock]
 
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Post Life Entity

First Post
Code:
[B]Name:[/B] Vorien
[B]Class:[/B] Monk 1/Fighter 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] formerly Heironieous... none at the moment

[B]Str:[/B] 16 +3 (8p.+1)   [B]Level:[/B] 5        [COLOR=Yellow][B]XP:[/B] XXXX[/COLOR]
[B]Dex:[/B] 10 +0 (2p.)     [B]BAB:[/B] +4         [COLOR=Yellow][B]HP:[/B] 31 (8+4d10+5)[/COLOR]
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +11    [B]Dmg Red:[/B] n/a
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (4p.)     [B]ACP:[/B] -6         [B]Spell Fail:[/B] n/a

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +0    +0    +0    +0    +0    18 (splint mail)
[B]Armor:[/B]              10    +0    +0    +0    +0    +1    +0    11 (unarmored)
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +1          +7
[B]Ref:[/B]                       3    +0          +3
[B]Will:[/B]                      3    +1          +4

[B]Weapon                  Attack   Damage     Critical[/B]
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:
[B]Feats:[/B] 
Human: Power Attack
Levels: [b]1:[/b] Combat Expertise, [b]3:[/b] Improved Disarm
Monk: [b]1:[/b] Improved Unarmed Strike and Improved Grapple
Fighter: [b]1:[/b] Improved Trip, [b]2:[/b] Weapon Focus: Quarterstaff, [b]4:[/b] Weapon Specialization: Quarterstaff  

[B]Skill Points:[/B] 48       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
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


[B]Equipment:                 Cost  Weight[/B] 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

[size=2][b]Tree Tokens[/b]
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. [/size]

[B]Total Weight:[/B]79lb      [B]Money:[/B] 84gp 28sp 20cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               100   200   300   600   1,500

[B]Age:[/B] 38
[B]Height:[/B] 5'11"
[B]Weight:[/B] 186 lbs
[B]Eyes:[/B] brown
[B]Hair:[/B] platinum blonde (neck length)
[B]Skin:[/B] 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: [SBLOCK]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.[/SBLOCK]
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Courage

Courage Bloodstone

[sblock=Character Sheet]

Code:
[B]Name:[/B] Courage Bloodstone

[B]Class:[/B] Ranger/(Ex-)Paladin
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Elhonna

[B]Str:[/B] 12 +1 (4p.)             [B]Level:[/B] 2/3      [B]XP:[/B] 10,000
[B]Dex:[/B] 17 +3 (10p. +1 level)   [B]BAB:[/B] +5         [B]HP:[/B] 34/34 (2d8+3d10+5)
[B]Con:[/B] 12 +1 (4 p.)            [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10  0 (2p.)             [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10  0 (2p.)             [B]Init:[/B] +3        [B]Spell Save:[/B] +2 (enchantment)
[B]Cha:[/B] 14 +2 (6p.)             [B]ACP:[/B] 0          [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +3    +0    +0    +0    18
                   [B]Touch:[/B] 13              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     +6    +1    +2    +9
[B]Ref:[/B]                      +4    +3    +2    +9
[B]Will:[/B]                     +1     0    +2    +3

[B]Weapon                       Attack   Damage     Critical[/B]
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') ...

[B]Languages:[/B] Common, Elven

[B]Racial Abilities:[/B] 
Low-light vision
Elven Blood
Immunity to sleep and similar effects


[B]Class Abilities:[/B]
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

[B]Feats:[/B] Track, Point Blank Shot, Precise Shot, 
       Rapid Shot (when wearing light or no armor)

[B]Skills                    Ranks  Mod  Misc  Total[/B]
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


[B]Equipment:                        Cost  Weight[/B]
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



[B]Total Weight:[/B]  41.06 lb      [B]Money:[/B] gems worth 500, 100, 50 gp
                             2pp 7 cp.

                        [B]Lgt  Med   Hvy   Lift  Push[/B]
[B]Max Weight:[/B]             43   86    130   260   650

[B]Age:[/B] 27
[B]Height:[/B] 5'2"
[B]Weight:[/B] 116lb
[/sblock]

[sblock=Appearance]Courage description to follow[/sblock]

[sblock=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

[/sblock]
 
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Grimror

First Post
Lanek Tal'Kronir - Half-Orc Barbarian

[sblock=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
[/sblock]

[sblock=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.
[/sblock]

[sblock=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.
[/sblock]
 
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Eva of Sirrion

First Post
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
 


Eva of Sirrion

First Post
Jonas Cleighton

[sblock=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
[/sblock]

[sblock=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

[/sblock]
 
Last edited:

jkason

First Post
Shaimon Hu'u, barbaric human druid

Code:
[B]Name:[/B] Shaimon Hu'u
[B]Class:[/B] Barbarian 2 / Druid 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] None (nature)

[B]Str:[/B] 16  +3 (10p.)     [B]Level:[/B] 6        [B]XP:[/B] n/a
[B]Dex:[/B] 12  +1 (4p.)      [B]BAB:[/B] +5         [B]HP:^[/B] 36/36** (2d12 + 4d8)
[B]Con:[/B] 11  +0 (3p.)      [B]Grapple:[/B] +8     [B]Dmg Red:[/B] -
[B]Int:[/B] 12  +1 (4p.)      [B]Speed:[/B] 40'/30'  [B]Spell Res:[/B] -
[B]Wis:[/B] 14  +2 (6p.)      [B]Init:[/B] +1        [B]Spell Save:[/B] -
[B]Cha:[/B] 10* +0 (1p.)      [B]ACP:[/B] -3         [B]Spell Fail:[/B] -

Temp: 5 nonlethal damage

* +1 to Cha @ 4th level
** +10 temp HP during rage. 
^ Diehard feat (disabled at -1 to -9, auto-stabilize)

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +0    +1    +0    +0    +0    17**
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 17*

* Uncanny Dodge class ability
** AC 15 during rage

                         [B]Base   Mod  Misc  Total^[/B]
[B]Fort:[/B]                      7    +0    +1*  +8
[B]Ref:[/B]                       1    +1    +1*  +3
[B]Will:[/B]                      4    +2    +1*  +7**

* Cloak of Resistance +1 
** +9 during rage
^  Resist Nature's Lure: +4 vs. spell-like fey abilities

[B]Weapon                  Attack   Damage*    Critical[/B]
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.

[B]Languages:[/B] 
Common
Goblin (Int bonus)
Druidic (druid bonus)

[B]Abilities:[/B]

--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)


[B]Feats:[/B] Alertness (1st level)
Endurance (Bonus Human)
Diehard (3rd level)
Coordinated Strike (6th level)


[B]Skill Points:[/B] 54       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--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


[B]Equipment:               Cost  Weight[/B]

--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 (x[s]3[/s]2).........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

[B]Total Weight:[/B]85.5lbs      [B]Money:[/B] 120pp 201gp 8sp 


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460  1150

[B]Age:[/B] 20
[B]Height:[/B] 6'2"
[B]Weight:[/B] 230lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Tan

[sblock=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[/sblock]

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.

[sblock=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....[/sblock]

[sblock=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[/sblock]

[sblock=Animal Companion]

Code:
[B]Name:[/B] Dyspeer
[B]Race:[/B] Wolf (animal companion)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral

[B]Str:[/B] 14  +2   [B]HD:[/B] 4        
[B]Dex:[/B] 16  +3   [B]BAB:[/B] +3       [B]HP:[/B] 29/29 (4d8+8)
[B]Con:[/B] 15  +2   [B]Grapple:[/B] +5     
[B]Int:[/B] 2   -4   [B]Speed:[/B] 50'      
[B]Wis:[/B] 12**  +1   [B]Init:[/B] +3      
[B]Cha:[/B] 6   -2   [B]ACP:[/B] -1         

Temp: 3 nonlethal damage, -3 Wis

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3   +0    +4*    +0    21
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 18

* +2 Nat Animal Companion bonus

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2          +6
[B]Ref:[/B]                       4    +3          +7*
[B]Will:[/B]                      1    +1          +2

* Evasion: save for 1/2 damage = no damage

[B]Weapon                  Attack   Damage     Critical[/B]
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


[B]Abilities:[/B]

--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)

[b]Tricks:[/b]
Base (Int 2): Track, Heel, Defend, Down, Come, Guard
Animal Companion Bonus: Attack, Fetch

[B]Feats:[/B] 
Weapon Focus (bite) (species feat)
Track (species bonus feat)
Combat Reflexes (3 HD)

[B]Skills                   Base  Bonus   Total[/B]
--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


[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--

Chain shirt barding +1..150pp...25lb

Total Weight: 25lb

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                87    174   262.5  N/A    1312.5
[/sblock]
 
Last edited:

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