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Thread: Four Lands - Gallery of Heros
Sunday, 27th January, 2008, 06:53 PM #21
Superhero (Lvl 15)
For "The Colony" -- Hennett, 12th Level Gestalt Ranger/Druid
Hennett Gestalt Ranger/Druid. N/G. Level 12 -- XP: 66,000+5,000=71,000
S 16, +3
D 12, +1
C 12+L4increase+L8increase=14. +2
I 12, +1 Languages: Confederation (also speaks Elvish, Southern Gaulic, Trade Language see skills below)
AC: 18 [10+5(+3 leather armor)+1(dex)+2(ring)]
Flat-Footed: 17 Touch: 13
Saving Throws: Fort:+10 [+8(class)+2(abil)]. Ref:+9 [+8(class)+1(abil)]. Will:+11 [+8(class)+3(abil)]
-48 (Sonic Blast/Rocks in city)
-12 (battle in city) =-60 total
+40 (cure critical) = 85-20= 65 hp
Total Bonus with +4Greataxe: +12+4(magic axe)+3(str)+1(wpn foc)=+19/+14/+9 (+4.5+4 dam)
Total Bonus with +1Composite Longbow: +12+1(magic bow)+1(dex)+2(str)+1(wpn foc)=+17/+12/+7 (+1 dam)
Feats: Human Bonus Feat - Weapon Focus Great Axe
1st level - Weapon Focus Composite Shortbow
3rd level - Craft Wand
6th level - Power Attack (subtract x from attack roll, and add 2x to damage with Greataxe)
9th level - Mounted Combat
12th level - Mounted Archery
Combat Style (archery) (treated as having rapid shot feat)
Animal Companion (heavy horse, "Beavis")
Improved Combat Style (treated as having manyshot feat)
Evasion (no damage on successful save vs. area attack [fireball], full damage if failed save)
Combat Style Mastery (Improved Precise Shot feat)
Skills (28+4 at first level, and 8 per level thereafter)
Climb +10 (armor check) (7 ranks + 3 strength)
Hide +10 (armor check) (9 ranks + 1 dex)
Know. Nature +18 (15 ranks +1 int +2 Druid's Nature Sense)
Listen +18 (15 ranks +3 wis)
Move Silently +15 (14 ranks +1 dex)
Search +10 (9 ranks +1 int)
Sense Motive +11 (8 ranks +3 wis)
Speak Southern Gaulic
Speak Trade Language
Spot +18 (15ranks +3 wis)
Survival +20 (15 ranks +3 wis +2 Druid's nature sense) (skill that covers tracking)
+4 Great Axe (d12+4+4.5Str damage-2-hand wpn) (crit on 20, x3 dam)
+1 Composite Shortbow (which was already a +2 str bow) (1d6+1+2Str damage)
+3 Leather Armor (+5 total to AC)
+2 Ring of Protection
Wand of Pass Without Trace, CL: 11
Wealth: Hennett retains as "spending money" 20,000 sp of the money that he had initially, and hires the brokerage services of Edarin for the investment of the remaining 230,000sp, with Edarin receiving 10% of the income earned by the investment as a broker's fee. Nightbreeze (Edarin) and JA (DM) have both approved. Hennett, as arranged by Nightbreeze now holds 200 Silver Shares and 30 Golden Shares in the "Company" (colony).
Spells Normally Memorized:
First Level: Pass Without Trace; Resist Energy
Second Level: Protection From Energy; Protection From Energy
Third Level: Cure Moderate Wounds; Remove Disease
Orisons: Detect Magic; Detect Magic; Guidance; Guidance; Guidance; Purify Food and Drink
First Level: Cure Light Wounds; Cure Light Wounds; Cure Light Wounds; Jump; Pass Without Trace
Second Level: Delay Poison; Delay Poison; Bull's Strength; Bull's Strength; Resist Energy
Third Level: Neutralize Poison; Neutralize Poison; Protection From Energy; Protection From Energy; Remove Disease
Fourth Level: Cure Serious Wounds; Flame Strike; Freedom of Movement
Fifth Level: Cure Critical Wounds; Cure Critical Wounds; Baleful Polymorph
Sixth Level: Cure Light Wounds, Mass; Dispel Magic, Greater
Last edited by Leif; Tuesday, 1st July, 2008 at 04:38 PM.
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Monday, 28th January, 2008, 02:46 PM #22
Code:Strength 7 -2 Dexterity 10 +0 Constitution 11 +0 Intelligence 18 +4 Wisdom 22 +6 Charisma 10 +0Feats
Hit points: 8+11d8 = 72
Will: +14 = +8+6
Code:Skill points: (8+1+3)x6+(8+1+4)x9=189 Diplomacy: +26 [15 ranks, 3 item, 2 syn(bluff), 2 syn(sense motive), 2 syn(kn nobility), 2 domain] Bluff: +18 [15 ranks, 3 item] Sense Motive: +21 [15 ranks, 6 wis] Spot: +19 [13 ranks, 6 wis] Listen: +19 [13 ranks, 6 wis] Knowledge(Architecture&Engineering): +17 [15 ranks, 4 int] Knowledge(Nature): +19 [13 ranks, 4 int, 2 nature sense] Knowledge(Religion): +14 [10 ranks, 4 int] Knowledge(Ecclesiastic Law): +14 [10 ranks, 4 int] Knowledge(History): +15 [11 ranks, 4 int] Knowledge(Geography): +14 [10 ranks, 4 int] Knowledge(Nobility&Royalty): + 9 [ 5 ranks, 4 int] Profession(Urban developer): +19 [13 ranks, 6 wis] Concentration: +13 [13 ranks] Spellcraft: +17 [13 ranks, 4 int]Special Abilities
Excerpts from the letters of Juririo Oscrenn, a noble-born cleric
Monday, 28th January, 2008, 06:49 PM #23
Superhero (Lvl 15)
Also reserved. (shrug, oh, well, Hennett's gone anyway)
Last edited by Leif; Wednesday, 12th November, 2008 at 02:56 AM.
Tuesday, 29th January, 2008, 11:39 AM #24
Magsman (Lvl 14)
I have to apologize for the slow (no) posting over the last couple of days. Had a meeting with my supervisor at work, and there are some company changes going into place I have to do a lot of thinking about to figure out if it's gonna be bad or good. Basically I'm obsessing over it to the point I can't think about much else right now.
Bear with me - I promise I'll get back into it shortly!
"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
-- H.L. Mencken
Tuesday, 29th January, 2008, 03:56 PM #25
Magsman (Lvl 14)
Still have a little work to do on non-magical gear, but he is essentially complete otherwise.
Male Human Swashbuckler 12/Bard 9-Human Paragon 3 Gestalt 12th
Str 18 +1 8th level +2 enhancement
Dex 20 +1 4th level +2 enhancement
Wis 12 +1 12th level
Cha 20 +2 Human Paragon bonus
Hit Points 10+11d10+12
AC 23, Touch 17, Flat 16
BAB +12/+7/+2, Grap +15
Speed 30 (base 30, light armor)
Fort +9, Ref +13, Will +9
+1 Screaming Burst/Slow burst Rapier +17/+12/+71d6+5+1d4 sonic p or s 15-20/x2+1d8 sonic
Two-weapon +1 Screaming Burst/Slow burst Rapier +15/+10/+51d6+5+1d4 sonic p or s 15-20/x2+1d8 sonic
+1 Eager/Heavenly Burst Rapier +17/+12/+7 1d6+5(+2 surprise and first round) p or s 15-20/x2+3d6 to evil foes and blindness DC14 will to resist
Two-weapon (off-hand)+1 Eager/Heavenly Burst Rapier +15/+10 1d6+3(+2 surprise and first round) p or s 15-20/x2+3d6 to evil foes and blindness DC14 will to resist
MW Whip Dagger +17/+12/+7 1d6+4 s 19-20/x2
Two Weapon (off-hand) MW Whip Dagger +15/+10 1d6+2 s 19-20/x2
MW alchemical silver Warmace (two-hand only) +17/+12/+7 1d12+5 b 20x2
MW Cold Iron Morning Star +17/+12/+7 1d8+4 p or b 20/x2
Medium, 6'1" tall, 175wt, 30 yrs old
Black hair, Green eyes, tan skin
Speaks common/trade tongue, Southern Illum, Costal D’ashia, Illum, Southern Guallic, Confederation, Northern Gaullic, Imperial D’ashai.
Decipher Script (1+2Int)
Escape Artist (+5Dex)
Gather Information (6+5Cha)
Knowledge (arcane) (1+2Int)
Knowledge (architecture and engineering) (1+2Int)
Knowledge (geography) (1+1Wis)
Knowledge (history) (5+2Int)
Knowledge Nobility and Royalty (1+2Int)
Knowledge Religion (1+2Int)
Knowledge (the planes) (1+2Int)
Move Silently (+5Dex)
Perform Comedy (12+5Cha)
Perform Oratory (5+5Cha)
Perform Guitar (2+5Cha)
Profession Soldier (2+1Wis)
Profession Sailor (1+1Wis)
Sense Motive (5+1Wis)
Slight of Hand (1+5Dex+2syn)
Use Magic Device (1+5Cha)
Use Rope (+5Dex)
-Oversized Two-weapon fighting
-Improved Two weapon fighting
-Combat Panache (PH2)
-Resounding Blow (BoED)
-Proficient with all simple and martial weapons and light armor
-Grace +2 to reflex saves
-Insightful Strike add Int bonus to finessable weapon damage
-Acrobatic Charge Jump or Tumble over difficult terrain to charge
-Improved Flanking +4 to hit when flanking
-Lucky one free re-roll per day
Human Paragon Abilities
-All simple weapons, one martial weapon and light armor
-Any 10 skills
-Ability Boost +2 Cha.
-Simple weapons plus longsword, rapier, sap, short sword, shortbow and whip, light armor and shields.
-Bardic Knowledge 9level+2Int+2syn
-Bardic Music level x/day
--Fascinate Will Save DC=Perform Check
--Inspire Courage +2 moral bonus on saves vs. charm and fear attack and damage
--Inspire Competence +2
Spells Per Day 0|4/4/4/2
0th- Dancing Lights, Detect Magic, Light, Know Direction, Mage Hand, Message
1st- Cure Light Wounds, Feather Fall, Improvisation (sc), Iron Thunder Horn (sc)
2nd- Invisibility, Soundburst Ray of the Python (ph2), Whirling Blade (sc)
3rd- Charm Monster, Scrying, Sonic Shield (ph2), Good Hope
4th- Summon Monster IV, Shout, Ruin Delvers Fortune (sc)
+1 Mithral Breastplate of easy travel 6700 gp
+1 Screaming Burst/Slow Burst Rapier 22,350 gp
+1 Eager/Heavenly Burst Rapier 18,350 gp
Gloves of Ogre Power and Dexterity 10000 gp
Lyre of Building 13,000 gp
Coins- ??gp, ??sp, ??cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)
Appearance/Personality: Alvar is a tall dark man of thirty years with a confident bearing and rakish charm. He wears a neat beard and mustache that like his hair are dark as coal. His flashing green eyes are intelligent and observant. While a fairly handsome man he possesses a personal magnetism that is more striking than mere appearance. Alvar often wears a knowing smile. He always has a warm smile and a hearty greeting for his friends and a derisive sneer and caustic remark for his enemies. Alvar moves with impressive grace and strength. A large signet ring is on his right hand. He wears a polished mithral breastplate over fine doublets of the best material with lace at the cuff and collar. He favors a bright red sash festooned with medals to hold the sword belt where he wears a pair of Rapiers. These are custom blades thicker at the base than usual and with an edge from mid-blade to tip on the face and a quarter edge on top leading to a razor point. He also wears a bow, warmace and whip. He seems to enjoy the sound of his own voice and often has a comment on any subject and when there is nothing to say he often sings. He derides his foes mercilessly in battle while shouting encouragement to his allies. He possesses a strong competitive spirit. Something in his demeanor suggests that he is always willing to put his ever present blades to use.
History/Background: Alvar is of noble parents in Howece some 30 years ago. His elder brother stands to inherit most of the family holdings, but Alvar has a minor title passed down from his mother’s family. While only a small holding with modest income, Alvar has plans to advance himself with new titles and holdings in the colony.
As a boy, Alvar was giving a good education and schooled in the arts of war. He went into the army rather than the priesthood, which were the choices offered a lesser son in his family. First, he attended a private military academy. He had the skills to do well in the army, but his strong personality and quick wit did not endear him to his superiors. After a few years his maternal uncle and his heirs were wiped out by raiders from D’Shai. The title would have fallen to his brother, but Alvar convinced his Petetro to duel for it. Alvar narrowly won the fencing match and claimed the title. At that point he left the army, but he soon found that the small holding would not be enough for so ambitious a man. At first he took to the sea in Howece and then with the Merchant Marine in Brechan. At first he was eager, but as the D’Shai Empire began to choke of the sea lanes his career came to an abrupt end. After a good performance in a couple of naval battles, Brechan backed off or stuck with large convoys. Returning to land, he joined a mercenary company and soon was commanding a unit. He went on to considerable success in the aggressive pacification of a peasant uprising in the hinterlands of Gwyneede. He gained recognition from the church, particularly missions, for help in routing out bands of unbelievers in the unclaimed lands. He fought on the fringes of several border conflicts and disputes in the south. While not always successful he did garner several accolades and his failures were never so great as to be long remembered. Alvar never hesitates to engage in a personal duel and issues challenges with a glance. He often is able to make a foe back down with a mere gaze. Despite his successes he found that his employers were loath to grant the titles and lands he sought to a mercenary commander. He has garnered several medals and official recognition as well as good pay, but no new titles. He holds the honor of ‘Blessed son of the Outreach, from the Society of the Outreach to the Unchurched, an order of Merit from the Republic and an iron eagle of Gwyneede for service to the crown, a bronze star from the Brechan Merchant Marine, and various service medals from the army of Howece among other honors. He has pressed those he has served well in both Gwyneede and the Republic to secure a place in the colony. Having worked with the Society to the Outreach of the Unchurched he has also offered to support the building of missions in the colony in exchange for their support. He wants land and titles as well as wealth from this venture.
Last edited by Scotley; Wednesday, 13th February, 2008 at 03:59 AM. Reason: First Character didn't make the cut
Tuesday, 29th January, 2008, 04:52 PM #26
Superhero (Lvl 15)
Leif's new character for The Great North will go here.
Last edited by Leif; Tuesday, 17th February, 2009 at 08:27 PM.
Thursday, 31st January, 2008, 03:12 AM #27
Waghalter (Lvl 7)
Proposed Colony character
Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited)
HP 89 (min 86--53+36) HP min 70% try 1 roll #2
+3 Dwarvencraft Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits)
---(ghost-touch and does +1d6 and scores critical hits against undead)
AC 28 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)(+2 force shield)
11 Str +0
20 Dex +5 (17+1+1+1)
16 Con +3
17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic)
11 Wis +0
11 Cha +0
Karl Arisoc has cast Tongues on himself using Permanency, so he can speak and understand the language of any intelligent creature. (cost 1500 XP).
Karl is preparing to do the same with See Invisibility (1000XP) and Arcane Sight (1500XP).
When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort.
The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end.
The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of __ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable.
This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned, for the rings act as a Mind Shield. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light at will, at 1st level, and that is the ring’s stated purpose.
The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings.
The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night. The presence of a member of the Arisoc family was demanded at an urgent, secret meeting.
5 Magic Items:
Last edited by Lou; Tuesday, 5th February, 2008 at 06:05 AM.
Thursday, 31st January, 2008, 10:50 AM #28
Novice (Lvl 1)
For the Divine Avengers campaign:
Sir Garyd of C'ffey, Chosen of St. Krypta, Order of the Gravebane
Lawful Good Human Male Ranger 1/Paladin 2
Height: 5' 11"
Weight: 175 lbs
Hair: Black with gray (worn short)
STR: 14 [+2] (6 points)
DEX: 15 [+2] (8 points)
CON: 12 [+1] (4 points)
INT: 14 [+2] (6 points)
WIS: 12 [+1] (4 points)
CHA: 15 [+2] (8 points)
36 point buy
HP: 31 (Max Hit Points: 8+10+10+3 CON)
Armor Class: 19 (10 base + 4 armor + 2 heavy shield +2 Dex +1 Shield Specialization)
- Flat-footed AC: 17
- Touch AC: 15
- MW Longsword +6 (1d8+2/19-20)
- Short Bow +5 (1d6/x3)
Speed: 30' (30’ base)
FORT: +9 (5 base + 1 con + 2 cha + 1 cloak)
REFL: +7 (2 base + 2 dex + 2 cha + 1 cloak)
WILL: +4 (0 base + 1 wis + 2 cha + 1 cloak)
- Human Bonus Feat
- Human Bonus Skill Points
Garyd had always been in shape from the demanding life near the Unclaimed Lands. The Order's training has brought out his full physical potential, despite his "mark." The Order has educated him and given him a confidence he had not possessed beforeas well. His pale skin is not the only indication of what happened to him as his hair has started graying. His black hair and beard is mixed with flecks of silver. He grew the beard because he looks so youthful without it.
Garyd wears the chain shirt of the Knights of the Light and the silver-trimmed black cloak of the Gravebane Order. The skull-pommeled hilt of his longsword, Pax Eternum, is sometimes visible from the folds of the cloak. The Order's large shield appears similar to a coffin lid leading some to refer to them as "Pall Bearers."
Garyd is still somewhat of a country bumpkin though by no means dumb. He just hasn't had a lot of exposure to the rest of the world. He is polite, respectful, and has not forgotten his peasant origins either. Sometimes he does forget his "place" as a Knight and will handle (or attempt to handle) menial tasks himself.
However, there is obviously a shadow over him. When not engaged in conversation or a task, he seems to shut down. Some of the older or more experienced knights have commented that he already has the "Warrior's Stare."
He doesn't like to sleep at night because he doesn't feel rested afterwards. He can never remember his dreams but knows that he had to fight for his survival in the dark. Because of that, he prefers being up all night and sleeping during the day. He never dreams if he sleeps during the daylight hours.
He has no problem interacting with women until it appears they wish to become involved with him. He will try to immediately and politely withdraw or will simply tell them he is not interested (again, politely). He can't explain it. He just knows he feels anger starting to build inside him when it happens.
Saturday, 2nd February, 2008, 05:08 PM #29
Defender (Lvl 8)
Thurien Hurvaal - Divine Avengers
Appearance: Thurien is a handsome young man. Quite straping for a priest thanks to his years of farm labor. His blond hair is cut short, and his green eyes twinkle often with mischief or clarity is left to the beholder. Despite his usual garb of armor and weapons, Thurien usually has a smile on. His armor is bright and polished, decorated with motifs of the sun for Saint Pelor and the Light.Code:Name: Thurien Hurvaal Class: Cleric Race: Human Size: Medium Gender: Male Alignment: NG Deity: Church of the Light (Saint Pelor) Str: 14 +2 (06p.) Level: 3 XP: 3,000 Dex: 10 +0 (02p.) BAB: +2 HP: 30 (3d8+6) Con: 14 +2 (06p.) Grapple: +5 Dmg Red: XX/XXXX Int: 10 +0 (02p.) Speed: 20' Spell Res: XX Wis: 16 +3 (10p.) Init: +0 Spell Save: +X Cha: 16 +3 (10p.) ACP: -7 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +2 +0 +X +X +X 21 Touch: 10 Flatfooted: 19 Base Mod Misc Total Fort: 3 +2 +5 Ref: 1 +0 +1 Will: 3 +3 +6 Weapon Attack Damage Critical Martsan, mace of the Moon 1d8 20x2 Morning star +5 1d8+2 20x2 Heavy crossbow +2 1d10 19-20x2 XXXX +X XdXX+X XX-XXxX Languages: Illum Abilities: Turn Undead (10/day, Turn check 1d20+5; Damage 3d6+7); Domains: Glory, Strength Spells: Orisons: 4 1st level:3+1 2nd level:2+1Feats: Improved Turning, Disciple of the Sun, Extra Turning, Divine Vengance Skill Points: 18 Max Ranks: 6/3 Skills Ranks Mod Misc Total Diplomacy 2 +3 +5 Heal 5 +3 +8 Knowledge (Eccl. Law) 4 +0 +4 Knowledge (Religion) 5 +0 +5 Profession (Farmer) 2 +3 +4 Equipment: Cost Weight Marstan, Mace of the Moon MW Morning star 308sp xxlb Heavy crossbow 50sp 10 bolts 1sp Full Plate+1 101,650sp XXlb Heavy Steel Shield 20sp Silver Holy Symbol 25sp Healer's Kit 50sp Cleric's vestments 5sp Explorer's outfit free Backpack 2sp 2 flasks holy water 50sp Pearl of Power (1st lvl) 1,000 gp 2x Potions Hide from Undead 100 gp 2 x Potions Cure Light Wounds 100 gp Remove Fear Potion 50 gp Shield of Faith +2 Potion 50 gp Mahic Weapon Potion 50 gp XXXX XXgp XXlb Total Weight:XXlb Money: 12,839 sp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: XXX XXX XXX XXX XXX Age: 22 Height: 6'2" Weight: 200lb Eyes: Green Hair: Blond Skin: FairSpell Lists
Last edited by Fenris; Tuesday, 8th July, 2008 at 05:10 PM.
Saturday, 2nd February, 2008, 06:42 PM #30
Waghalter (Lvl 7)
Carvyn Wray - Divine Avengers
Age: 22Code:Name: Carvyn Wray (adopted family name) Class: Battle Sorcerer 4 Level: 4 XP: 9000 / 10000 ---3000 (starting) + 3000 (XP grant)+ 3000 (XP grant) Race: Human Gender: Male Size: Medium Speed: 30' Alignment: NG Religion: The Light (Saint Pelor) +2 Str: 14 ( 6p.) +2 Dex: 14 ( 6p.) +2 Con: 14 ( 6p.) +0 Int: 10 ( 2p.) +2 Wis: 14 ( 6p.) +3 Cha: 17 ( 10p.) +1 4th level HP: 40 (3d8+6 max @3rd +10 max @4th) ---Currently: 40 Init: +2 BAB: +3 Grapple: +5 (+3BAB+2Str+0Med) Dmg Red: none Spell Save: Spell Res: none ACP: -1 Spell Fail: 0% ----------Base Armor Shld Dex Size Nat Misc Total Armor: 10 ------+4----- +0-- +2-- +0-- +0-- +0---- 16 Touch: 12 ------Flatfooted: 14 MW Chain Shirt (250sp)(25lbs) Base Mod Misc Total +3/Fort: +1(class)+2(Con) +5/Ref: +1(class)+2(Dex)+2(Familiar) +6/Will: +4(class)+2(Wis) Weapon Attack Damage Critical "Sashin, Sword of the Sun" Long Sword +5 d8+2 19-20/x2 (plus unknown magical abilities?) MW Long Sword (315sp) +6 d8+2 19-20/x2 MW Javelin (x2) (602sp) +6 d6+2 20/x2 MW Light Crossbow (335 sp) +6 d8 19-20/x2 Languages: Illum(?) Abilities: +2 Ref save from weasel familar Feats: Human L1-Divine Socerery (St. Pelor/Healing Domain/Domain healing spells & cast healing spells at +1 Level) L1-Eschew Materials L1 Sorcerer-Summon Familar Familiar Feat: Alertness (add to skills) L3-Energy Substitution (Acid) Bonus Divine Feat-Arcane Disciple (St. Pelor/Glory Domain spells ) Possible Future Feats: Dodge (future?); Scribe Scroll (future?); Spell Focus (Conj)(future?); Augment Summoning (future?); Heighten Spell (future?) Improved Familiar (future?) Sorcerer Spells Known: Cantrips (5) Disrupt Undead (1d6)(Ranged Touch)(25 ft. + 5 ft./2 levels) Read Magic Ray of Frost (1d3 RT)(25 ft. + 5 ft./2 levels) Prestidigitation Detect Magic 1st Level (2) Lesser Orb of Cold (2d8 RT)(25 ft. + 5 ft./2 levels) Magic Missile (1d4+1/2 levels)(100 ft. + 10 ft./level) 2nd Level (1) Whirling Blade (focus on slashing weapon, attacks all opponents in 60' line using Cha bonus for 'to hit'/damage, weapon returns to hand after all attacks) ++ Healing Domain spells (limited to one spell [multiple castings allowed] per day) 1st Cure Light Wounds (cures 1d8+5) 2nd Cure Moderate Wounds (cures 2d8+5) ++ Glory Domain spells (limited to 4 castings per day) 1st Disrupt Undead (1d6)(RT)(25 ft. + 5 ft./2 levels) 2nd Bless Weapon (1min/lvl)("good" weapon, crits auto-confirmed v. evil creatures) Cast 5 Cantrips, 5 1st level, and 2 2nd level spells per day, -------plus 1 1st level and 1 2nd level for high Charisma. Skill Points: 21 Max Ranks: 7/3 Skills-----------Ranks—Mod—Misc +3/Bluff (Cha) 0 +3 +0 +6/Concentration (Con) 4 +2 +0 (+2 4th level) +0/Craft (Int) +3/Intimidate (Cha) 0 +3 +0 +5/Knowledge (arcana) (Int) 5 +0 +0 +3/Knowledge (religion) (Int) 3 +0 +0 +2/Knowledge (Eccesiastical Law) 2 +0 +0 +4/Listen (Wis) 0 +2 + 2 (ALERTNESS from familar) untrained +3/Profession (Farmer)(Wis) 1 +2 +0 +6/Spellcraft (Int) 6 +0 +0 (+1 4th level) +4/Spot (Wis) 0 +2 +2 (ALERTNESS from familar) untrained Equipment: Cost Weight - Amulet of Retributive Healing 2000 gp (MIC p. 69) (3x/day heals caster same as another healed) - Explorer's outfit (8sp, worn) - Clerical Robes () - - Backpack (2sp, 2lb) ----- Bedroll (1sp, 5lb) ----- Trail rations, 5 days (25sp, 5lb) ----- 2 sacks (2cp, 1lb) ----- Whetstone (2cp, 1lb) - Beltpouch (1sp, 0.5lb) ----- Flint & steel (1sp, -) ----- Flask, water (3cp, 1.5lb) ----- Flask, whisky (1sp, 1.5 lb) - Waterskin (1sp, 4lb) - Silver Holy Symbol 25sp - 4 flasks holy water 100sp - 2 Potions of Cure Light Wounds 100 gp - Potion of Magic Weapon 50 gp GP: 10, SP 25, CP 20, Familiar: Weasel named "Static" Size/Type: Tiny Animal Hit Dice: 3 Hit Points: 15 Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 16 (+2 size, +2 Dex, +2 natural armor), touch 14, flat-footed 14 Base Attack/Grapple: +2/-10 Attack: Bite +6 melee (1d3-4) Full Attack: Bite +6 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +4 Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Skills: Balance +12, Climb +10 (can take 10 anytime), Escape Artist +4, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon Finesse Total Weight:0lb Money: 0 gp 2,700gp left -------------------Lgt------Med-------Hvy---------Lift-------Push Max Weight: <58 59-116 117-175 //
Weight: 205 lbs
Eyes: Light Brown
Hair: Curly Brown going prematurely gray
Skin: Lightly Tanned
Carvyn is the bastard son of a nobleman, who could never admit the lineage but still wanted to look after him. Carvyn was adopted by the Wray farming family, where the father was a veteran. The veteran taught him to use a long sword and wear light armor to protect the homestead, so when his sorcerer abilities manifested themselves, he had too much martial training to be a standard sorcerer. His noble (biological) father had enough pull to get the attention of a preceptor of one of the militant orders [one of the 5—which one?] who realized the value of having a battle sorcerer work in the church of the Light.
He has been trained in socerery by a small group that works for the Primate. While training, he also took vows of service to St. Pelor, who granted him some domain access. The preceptor had him trained in the ways of the Light along with more work with the long sword for when he needed to be hidden with other solders. Carvyn wears a chain shirt, throws the javelin, and uses a light crossbow.
Last edited by Lou; Saturday, 24th May, 2008 at 11:42 PM. Reason: added XP and new weapon