Rhun's Weekend Game - Dwellers of the Forbidden City




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  1. #1
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    Rhun's Weekend Game - Dwellers of the Forbidden City

    This is the Rogue's Gallery for Rhun's weekend game, currently slated to begin Saturday 12/16/2006. Please post your characters here.

 

  • #2
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    Reserved

    For future use.

  • #3
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    Loot and Experience

    This post is reserved for updating loot found and experience gained.


    Encounter 1: 200
    Encounter 2: 500
    Encounter 3: 800
    Encounter 4: 625


    Total XPs earned: 2125
    Last edited by Rhun; Sunday, 11th February, 2007 at 03:39 AM.

  • #4
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    Reserved

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  • #5
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    Cutpurse (Lvl 5)



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    WotBSZEITGEISTENniesI Defended The Walls!

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    Seril D’Ancor

    Ranger 3/Fighter 2
    Alignment: Neutral-good
    Age: 122

    Str: 16
    Dexterity: 18
    Con: 12
    Int: 14
    Wis: 10
    Chr: 9

    BaB: +5
    Melee: +8
    Ranged: +9

    HP: 40
    AC: 10 + 4 dex + 4 armor = 18
    Initiative: +4

    Saves
    Fort: +7
    Ref: +7
    Will: +1


    Skills
    Climb: 6 (9)
    Craft (Bowmaking): 5 (7)
    Escape Artist: 3 (7)
    Hide: 6 (11) (13 in forests)
    Jump: 3 (6)
    Knowledge (Geography): 6 (8)
    Knowledge (Nature): 6 (8)
    Knowledge (Religion): 2 (4)
    Listen: 6 (7) (9 in forests)
    Move Silently: 6 (11) (13 in forests)
    Spot: 6 (7) (9 in forests)
    Survival: 6

    Languages: Common, Elven, Dwarven, Draconic

    Class Abilities: Track, Favored enemy (animal), Wild Empathy, Combat Style (ranged) Endurance, fighter bonus feats

    Feats:
    Forester
    Track
    Weapon focus (composite longbow)
    Rapid shot
    Endurance
    Point blank shot
    Precise shot
    Far shot

    Armor: Mithril Shirt

    Thunderwing (Shocking composite longbow +1 (+4 str bonus))
    Long sword
    100 arrows
    3 potions of cure moderate wounds
    Backpack
    Caltrops
    Crowbar
    2 fishhooks
    Flint and steel
    Grappling hook
    Pole, ten foot,
    3 days travel rations
    100 ft of silk rope
    2 waterskins
    Climber’s kit
    Explorer's Outfit
    Cold Weather Outfit

    5 gp

    Attacks:
    Thunderwing (Shocking Composite Longbow +1): +11: 1d8 + 4 + 1d6 electricity
    With rapid shot: +9/+9 1d8 + 4 + 1d6 electricity
    Range increment: 165 feet
    Longsword: +8/1d8+3

    Description: Seril stands at five feet, with long red hair and blue eyes. He’s quite well built for an Elf, with a muscular structure. He dressed in dark shades of green and blue, and usually has a Robin Hood style hat perched on his head. He wears Thunderwing, his magical bow, across his back, and a plain longsword at this side.

    Background: Growing up in the High Forest region, Seril was a member of the D’Ancor family. This would mean little to those that were not aware of the family’s legacy as elite bowmen. For as long back as anyone could remember (and elves have long memories), there were D’Ancor’s serving as archers in royal guard or famous adventure parties. The first thing Seril held was a bow, and as soon as he was old enough, his family began having him practice his archery on a daily basis.

    Much of his youth was spent as a hunter, a traditional job for an archer in training. He would roam the forests, bringing back wild game under the supervision of the rangers in his village, who eventually accepted him into their ranks once he had obtained enough skill in both archery, and in tracking and survival.

    After many long decades of training and hunting, Seril has finally decided to strike out on his own, and make a name for himself. He’s honed his talents as far as hunting game and training can take them. From here on out, he has to put them to practical use to improve them, and he intends to do that.

    Seril worships Solonor Thelandira. He tends to be fairly solemn, and talks of using the bow as if it were a religion.
    Last edited by Falkus; Friday, 8th December, 2006 at 06:24 PM.

  • #6
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    Abel Tel'Winya Anar

    Code:
    Name: Abel Tel'Winya Anar
    Class: Cleric 5
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Lathander (Renewal, Strength)
    
    Str: 14 +2 (6p.)      Level: 5        XP: 13,168
    Dex: 10 +0 (2p.)      BAB: +3         HP: 37 (5d8+5)
    Con: 13 +1 (5p.)      Grapple: +5     Dmg Red: XX/XXXX
    Int: 12 +1 (4p.)      Speed: 20'      Spell Res: XX
    Wis: 17 +3 (10p.)     Init: +0        Spell Save: +X
    Cha: 14 +2 (6p.)      ACP: -X         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: 21           10    +10    +3    +0    +0    +1    +1    25
    Touch: 10              Flatfooted: 21
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       1    +0          +1
    Will:                      4    +3    +1    +7
    
    Weapon                  Attack   Damage     Critical
    +1 Heavy Mace             +6     1d8+3      20x2
    Shortspear                +5     1d6+2      20x2
    
    Languages: Common, Chondathan, Elven
    
    Abilities: Turn undead 9/day (+2 bonus on turn checks)
    Renewal domain: If you fall below 0 hit points, you regain a number of hit 
    points equal to 1d8 + your Charisma modifier. This supernatural ability 
    functions once per day. If an attack brings you to -10 hit points or less, 
    you die before this power takes effect.
    Strength domain: You can perform a feat of strength as a supernatural ability. 
    You gain an enhancement bonus to Strength equal to your cleric level. 
    Activating the power is a free action, the power lasts one round, and it is 
    usable once per day.
    
    Feats: 
    Augment Healing:Add +2 points per spell level to the amount of damage healed 
    by any Conjuration [Healing] spell that you cast.CD p.79
    Discipline (free regional feat): You gain a +1 bonus on Will saves and a +2 
    bonus on Concentration checks.FRCS p.34
    Divine Vigor: As a standard action, spend one of your turn attempts or rebuke 
    undead attempts to increase your base speed by 10 feet and gain +2 temporary 
    hit points per character level. These effects last a number of minutes equal 
    to your Charisma modifier.CW p.108
    Extra Turning: Each time you take this feat, you can use your ability to turn 
    or rebuke creatures four more times per day than normal. If you have the 
    ability to turn or rebuke more than one kind of creature each of your turning 
    or rebuking abilities gains four additional uses per day. PHB p.94
    
    Skill Points: 42       Max Ranks: 8/5
    Skills                   Ranks  Mod  Misc  Total
    Concentration              8    +1    +1    +9
    Heal                       8    +3    +2    +13 (+2 healers kit)
    Knowledge Arcana           8    +1          +9
    Knowledge Religion         8    +1          +9
    Spot (cc)                  5    +3          +8
    
    Equipment:               Cost  Weight
    +1 Heavy steel sheild      1170gp 15lb
    +1 Breast plate            1350gp 30lb (not worn)
    +1 Heavy mace              2132gp  8lb
    Shortspear                    1gp  3lb
    Amulet of Natural Armor +1 1000gp  0lb
    Ring of Protection +1      1000gp  0lb
    Wand of Cure Light Wounds   750gp  0lb (used 11/50 charges)
    Handy Haversack            2000gp  5lb
    Silver Holy Symbol*          25gp  1lb
    Healer's kit*                25gp   - (+2 to Heal checks)
    Bedroll*                      1sp   -
    Everburning Torch*          110gp   -
    Flask of holy water (2)*    100gp   -
    Waterskin*                    1gp   -
    Rope, silk*                  10gp   -
    Flint & steel*                1gp   -
    +2 Full plate (worn)
    * Item stored in haversack
    
    Total Weight:62lb      Money: 174gp 8sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                58   116   175   175   875
    
    Age: 28
    Height: 5'09"
    Weight: 190lb
    Eyes: Brown
    Hair: Brown
    Skin: Light
    Appearance
    Abel's soulder length brown hair and brown eyes are unrmarkable. His only truly unique feature is a deep vertical scar on his left cheek which serves as a reminder of his faith, and of a past that although he does not remember, he is confident he does not want to return to. His bright yellow tunic and cloak are typical of Lathander's clerics. A medallion depicting the symbol of the Morninglord hangs proudly around his neck.


    Background

    "Rise, and take in the breath of the new sun." It was an old man's voice, deep and raspy; full of knowledge. With only two words, he knew it was a friend. He slowly opened his eyes.

    There he stood, a decrepit body belied his vigor, but his eyes told the truth. There was nothing old about them. A long grey beard hung down to his belly, and a single ring of grey hair punctuated his glistening bald head. He set before him a tray of hot tea and broth. The smell wafted through the air and rose up through his nostrils, warming him, making him feel at home; though, at this point, he had no idea where home was.

    “Don’t speak,” the old man said. “Eat first, and drink, and I’ll tell you what I know.” The old man set at the edge of the bed and put the mug in his hands. The pain he felt as he brought it to his lips told him where this story would begin.

    “You were brought here three days ago, near to death. You are in Lathander’s temple, and it is he who has restored you and brought you life again. A servant of the Morninglord found you in an alley in the docks district and brought you here. He says he did so under divine instruction.” The old man gazed over the top of his glasses as he said this, a look that plainly told the man he was in debt, though to whom he did not know.

    He adjusted a little, but the pain stopped him. “Do not try to move just yet,” the old man said. “Your healing is not complete.” The old man removed the tray and looked him in the eye.

    “What is your name, son?”

    He tried to answer, it was a question he’d answered a million times before, as has anyone, but as his lips formed the words he came to a sudden realization. “I don’t know,” he said. The sound of his own voice was foreign to him.
    -------------------------

    For nearly a year since his injuries have healed, he’s knelt at this altar every morning celebrating what the old man called “the breath of the new sun.” The scar on his face reminded him of his debt and his gratitude, and he didn’t want to remember the business he was in that landed him here, but was only thankful that it did. He was sure it was something he didn’t want to go back to.

    He still couldn’t remember his name or where he came from, but those at the temple had come to call him Abel, for there wasn’t much the young man wasn’t able to do. The teachings of Lathander had found a way into his heart, and as a devout follower he had been blessed with Lathander’s clerical gifts.

    Abel approached the old man on this morning and made his declaration. “I shall repay Lathander for his gifts,” he said. “I will travel far and bring hope to the hopeless, and plant seeds of hope in barren minds, and spread Lathander’s joy to those who have none.”

    The old man smiled and rested a hand on Abel’s shoulder. “As I knew you would, Abel. It is what you were called to do.”

    “And I shall keep the name Abel that you have given me, and be known henceforth as Abel Tel’Winya Anar, breath of the new sun.”


    Spells Prepared

    0: Detect Magic, Detect Poison, Guidance, Light, Mending
    1: Bless, Endure Elements, Hide from Undead, Obscuring Mist, Charm Person(d)
    2: Bull's Strength, Owl's Wisdom, Shield Other, Restoration, Lesser(d)
    3: Daylight, Prayer, Remove Disease(d)
    Last edited by industrygothica; Thursday, 29th March, 2007 at 04:27 PM.
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  • #7
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    I Defended The Walls!

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    Description
    Talshia is an exotic beauty, tall and slimly built, graceful and shapely. She has dark skin and lavish glossy black hair that hangs to the small of her back as well as depthless dark eyes that rarely blink. She wears the colorful garb common to Calimshan; a vest and short blouse that leave her midriff exposed, and either a wraparound skirt with a slit on its right side for mobility, or loose, roomy pants. Gold bangles adorn her wrists and ankles, jingling gently when she moves.


    Stat Block
    Talshia Nahadramen
    Female human (Calshite) Conjurer (5)
    Neutral

    Strength 8 (-1)
    Dexterity 14 (+2)
    Constitution 14 (+2)
    Intelligence 18(+4) [+1 Levels]
    Wisdom 12 (+1)
    Charisma 12 (+1)

    Size: Medium
    Height: 5' 6"
    Weight: 115 lbs
    Skin: Deep tan
    Eyes: Dark brown
    Hair: Long, shiny black

    Total Hit Points: 26
    Speed: 30 feet
    Armor Class: 12 = 10 +2 (dex)
    Touch AC: 12
    Flat-footed: 10
    Initiative modifier: +2 = +2 (dex)

    Fortitude save: +4 = +1 (base) +2 (con) +1 (resistance)
    Reflex save: +4 = +1 (base) +2 (Dex) +1 (resistance)
    Will save: +6 = +4 [base] +1 (Wis) +1 (resistance)

    BAB +2
    Melee: +1
    Ranged: +4

    Race: Human (Calshite)
    Bonus Feat at 1st level
    Bonus skill points

    Class: Conjurer (Variant class abilities from UA/SRD)
    Rapid Summoning
    Enhanced Summoning
    - Bonus Feat: Augmented Summons
    - Hard to Dispel (+2 DC)
    Spell Knowledge (2 new spells learned per level)

    Feats:
    1st Spellcasting Prodigy
    Hu Spell Focus: Conjuration
    3rd Obtain Familiar

    Skills: 50
    Concentration 10 (+8 Ranks +2 Con)
    Decipher Script 13 (8 ranks +5 Int)
    Knowledge (arcana) 13 (8 ranks +5 Int)
    Knowledge (nobility) 10 (5 ranks +5 Int)
    Knowledge (planes) 13 (8 ranks +5 Int)
    Profession (scribe/translator) 6 (5 ranks +1 Wis)
    Spellcraft 15 (8 ranks +5 Int +2 Synergy)

    Speak Language 5 (10 "ranks" bonus crossclass)

    Languages: Common, Alzedo, Ignan, Terran, Aquan, Auran, Celestial, Infernal, Abyssal, Draconic

    Spellcasting (Base DC 16+lvl, Conjuration 17+lvl)

    Spells Prepared: (typical adventure load)
    0 - Detect Magic, Message, Acid Splash, Prestidigitation
    1 - Mage Armor, Shield, Color Spray, Grease, Protection from Evil, Unseen Servant
    2 - Glitterdust, Invisibility, Resist Energy, Summon Monster II
    3 - Haste, Summon Monster III x2

    Spells in Book
    0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
    1 - Mage Armor, Shield, Protection from Evil, Color Spray, Summon Monster I, Unseen Servant, Identify, Grease, Comprehend Languages, Expeditious Retreat, Feather Fall
    2 - Acid Arrow, Glitterdust, Web, See Invisibility, Mirror Image, Alter Self, Bear's Endurance, Cat's Grace, Rope Trick, Resist Energy, Spider Climb, Invisibility, Summon Monster II
    3 - Dispel Magic, Magic Circle vs Evil, Phantom Steed, Heroism, Haste, Major Image, Blink, Fly, Shrink Item, Stinking Cloud, Summon Monster III

    * Additional spells bought at 50gp/lvl as per SRD (Arcane Magic: Adding Spells to a Wizard's Spellbook)

    Money: 639gp

    Magic Items:
    Spells 2600gp
    Handy Haversack, 2000gp
    Headband of Intellect, 4000gp
    Cloak of Resistance +1, 1000gp

    Mundane Equipment:
    Dagger, 1gp
    Masterwork Crossbow, 335gp
    10 bolts, 1gp
    Ink, 5oz, 40gp
    Inkpens, 10, 1gp
    100 sheets of paper, 40gp
    Case, 1gp
    Small steel mirror, 10gp
    50' silk rope, 10gp
    Small tent, 10gp
    Signet Ring, 5gp
    Waterskin, 1gp
    Everburning Torch, 110gp
    Spell component pouch, 5gp
    Spellbook, 15gp
    Traveller Garb, 1gp
    Noble Garb, 175gp (includes 100gp jewelry)



    Background
    Talshia started out working as a humble scribe in the Grand Library of the Stars, having been apprenticed there when she was young. The library saw to her needs, with minimal space to sleep and decent meals, and paid her small apprentice's wage to her parents. It was an unusually generous arrangement on the part of the Library, but they had found Talshia had an unusual gift for languages, and was soon doing the work of far more seasoned and educated scribes for a fraction of the cost.

    It might have gone on that way for a long time, even for her life, for while Talshia sometimes chafed at not being able to leave, she genuinely liked the work. She lived in a world of words; she even dreampt of words. One day however, one of the great Viziers, the court mages of Calimshan, came to consult a singular book of lore possessed by the Library. In the process he met the girl Talshia, and was astonished when she not only knew of the book and its location, but chatted amiably of it's contents, despite it having been written in an obscure dialect of Draconic and Celestial tongues. By the time Master Ming Vhayse was ready to leave, he had claimed the young girl as -his- apprentice...an act all but unheard of, but that the librarian could not argue.

    Vhayse was a Namer; heir to the great tradition of Calshite summoners and conjurers. Long known for their trafficking with extraplanar beings...indeed, having only recently thrown off the rule of djinn...the Namers were feared for their close assoications with such entities, as well as coveted for the power such associations could bring. Talshia learned well, but while she would have stayed, ultimately Vhayse felt she was ready, and explained that true magi learn their craft with one hand in books, and one hand in the world. To stay an apprentice in the great palaces and halls of Calimshan would be to learn only half of the Art. Now it was time for her to go into the world, and put what she had learned to test; and to learn those things that books could not teach.
    Last edited by Shayuri; Tuesday, 12th December, 2006 at 07:05 AM.

  • #8
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    Sandor the Bare, Sandor the Bloody

    Sandor

    Character Sheet

    Code:
    Name: Sandor
    
    Class: Druid (UA variant)
    Race: Lizardfolk
    Size: Medium
    Gender: Male
    Alignment: True Neutral
    Deity: none
    
    Str: 16 +3      	Level: 2        XP: 12501
    Dex: 13 +1     BAB: +2         HP: 38 
    Con: 16 +3      Grapple: +5     Dmg Red: none
    Int: 12 +1 	Speed: 30'      Spell Res: none
    Wis: 18*+4      Init: +1        Spell Save: n/a
    Cha: 10 +0      ACP: n/a Spell Fail: 0%
    
    *Base 16, +1 level, +2 periapt
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +1    +0    +5    +4    22*
    Touch: 15              Flatfooted: 22
    
    *+1 (dodge) vs. chosen opponent.
    
    
                             Base   Mod  Misc  Total
    
    Fort:                      3    +3    +2    +8
    Ref:                       3    +1    +1    +5
    Will:                      3    +3    +1    +7
    
    
    Weapon                  Attack   Damage     Critical
    
    Longspear (Mwk)         +6    1d8+4           20/x3
    Claws (prim)            +5/+5 1d4+3           20/x3
    Bite (sec)              +3      1d4+1           20/x2
    
    
    Languages: Common, Chultan, Draconic, Druidic, Talashan 
    
    Abilities: Animal Companion (Ex), Hold Breath (Ex), Nature Sense (Ex), 
    Wild Empathy (Ex), Woodland Stride (Ex), Favored Enemy: Monstrous Humanoid. 
    
    Feats: Track,  Multiattack, Dodge, Regional (Chult): Survivor
    
    Skill Points: 25       Max Ranks: 7/3.5
    
    Skills                   Ranks  Mod  Misc  Total
    
    Balance                    5    +1    +4      +10
    Jump                       5    +3    +4      +12
    Kn (Nature)                5    +1    +4      +10
    Survival                   5    +4    +4      +13
    Swim		           5    +3    +4      +12
    
    [+ 8 pts cross-class]
    Tumble                     4    +1     +2   +7
    
     Spells:  Level 0: 4             Level 1: 3
    
    
    Equipment:               Cost  Weight
    
    Bracers of Armor +2         4000
    Cloak of Protection +1       1000
    Periapt of Wisdom +2        4000
    
    Masterwork Longspear       305        9
    Wand (Cure Light Wounds)  750             (50 charges)
    Everburning torch, w/ hood 110        1
    
    Leather Backpack               2          2
    Belt, 2 beltpouches          
    Antitoxin x 5                    250
    Large, empty wineskin         2
    Several sprigs of mistletoe or holly
    2x potion Enlarge Person
    
    1 x onyx (50gp)
    3 x irreg freshwater pearls (10gp)
    3 gp.
    
    
    
    
                               Lgt   Med   Hvy  Lift  Push
    
    Max Weight:               76    153   230   460   1150


    Spells


    Spells: Level 0: 4 Level 1: 3

    Level O: Create Water, Know Direction, Purify Food and Drink, Detect Magic
    Level 1: Obscuring Mist, Produce Flame, Entangle



    Appearance


    Age: 24
    Height: 6’ 5"
    Weight: 250lb
    Eyes: Black
    Flange: Forest Green
    Skin: Mottled Copper

    Armed with a longspear and his own natural weapons, Sandor appears to be a very imposing copper-coloured upright bipedal lizard. His mottled tail, trimmed with dark green, swings side-to-side as he stands before you, in a way that could almost be hypnotizing. Around his waist is a belt, which holds his few possessions. By his side stnads his animal companion, a wolf. The creature is not named—that would be only sentiment—but Sandor does appreciate the aid and companionship it provides.

    His black eyes appear emotionless, which makes his deep voice all the more surprising to those who do not know him. If there is blood on his chin, that should not worry you. It is probable that he has merely finished lunch. He won’t be hungry for a while yet.


    Background

    Sandor believes in nature’s balance. He is not subtle, and he is not refined. But he does feel called to what many see as a single-minded devotion to his work, and it appears that some supernatural power – something Sandor does not even put a name to – continues to support him in this. So he does not mind when he is called Sandor the Bare, or even when he is called Sandor the Bloody. In his natural state, Sandor is a force to be reckoned with.

    Sandor lives rough, eating meat that he has himself killed by preference. He is a killer, and has no compunction eating his defeated foes for sustenance. This seems barbaric, but he knows it is practical: life continues, as it must, and the physical body, properly in tune with nature, can transcend any limits.

    Though he does not use the word, Sandor is a druid. Among the hatchlings in his brood in the southern marshes, he was seen to possess insights and understanding that drew him, always, away from the collective. He does not mind cities, and he does not mind the company of others. But he does not change his manner to accommodate, and will contentedly absent himself rather than compromise.

    But Sandor is also a hunter. He does not kill with malice, but he will protect what he perceives to be the harmony of nature relentlessly. When the equicephs invaded the southern marshes in their search for slaves, Sandor and his friends resisted them. He killed their patrols. Then he ate their patrols. And the equicephs went away.


    Animal companion


    Wolf animal companion

    Link, share spells.

    Tricks: Attack, Defend, Down, Guard, Heel, Seek, Track

    WOLF
    Medium Animal
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Bite +3 melee (1d6+1)
    Full Attack: Bite +3 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
    Feats: TrackB, Weapon Focus (bite)
    Environment: Temperate forests
    Organization: Solitary, pair, or pack (7–16)
    Challenge Rating: 1
    Advancement: 3 HD (Medium); 4–6 HD (Large)
    Level Adjustment: —
    Wolves are pack hunters known for their persistence and cunning.
    Combat
    A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
    Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
    Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

    Last edited by Kobold Stew; Monday, 12th March, 2007 at 05:19 AM. Reason: ongoing changes

  • #9
    Helios Rein
    Code:
    Male Lesser Fire Genasi Wizard 5 (Fire Domain)
    Chaotic Neutral
    
    Strength      8 (-1)   
    Dexterity     16 (+3)
    Constitution 16 (+3)
    Intelligence  22 (+6) [+2 Racial +1 Levels +2 Enhancement]
    Wisdom       8 (-1)
    Charisma     6 (-2) [-2 Racial]
    
    Size: Medium
    Height: 5' 10"
    Weight: 160 lb
    Skin:Charcoal Grey
    Eyes: Red
    Hair: Fiery with mustache and goatee 
    
    XP: 12,107
    Total Hit Points: 31
    Speed: 30 feet
    Armor Class: 13 = 10 +3 [dexterity] 
    Touch AC: 13
    Flat-footed: 10
    Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
     
    Fortitude save: +7 = 1 [base] +3 [constitution] +2 [rat] +1 [resistance]
    Reflex save: +5 = 1 [base] +3 [dexterity] +1 [resistance] 
    Will save: +1 = 4 [base] -1 [wisdom] -3 [weak will] +1 [resistance] 
    
    Attack (handheld): +1 = 2 [base] -1 [strength] 
    Attack (unarmed): +1 = 2 [base] -1 [strength] 
    Attack (missile): +5 = 2 [base] +3 [dexterity] 
    Grapple check: +1 = 2 [base] -1 [strength] 
    
    Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
    
    Languages: Common Draconic Elven Alzhedo Ignan Tashalan 
    
    Feats:
    1st Inattentive [flaw], Weak Will [flaw], Spellcasting Prodigy , Bloodline of Fire,
    Improved Initiative
    3rd Craft Wondrous Item
    5th Craft Wand (bonus)
    
    Trait: Spellgifted - Evocation
     
    Skills:
    Concentration 11 [+8 Ranks +3 Con]
    Knowledge (arcana) 13 [8 ranks +5 Int]
    Knowledge (architecture) 6 [1 rank +5 Int]
    Knowledge (dungeoneering) 12 [7 ranks +5 Int]
    Knowledge (history)  6 [1 rank +5 Int]
    Knowledge (local)  6 [1 rank +5 Int]
    Knowledge (nature) 11 [+8 Ranks +3 Con]
    Knowledge (religion) 6 [1 rank +5 Int]
    Knowledge (planes) 12 [7 ranks +5 Int]
    Knowledge (psionics)  6 [1 rank +5 Int]
    Listen -5 [0 ranks -1 Wis -4 Inattentive]
    Spellcraft 15 [8 ranks +5 Int +2 Synergy]
    Spot -5 [0 ranks -1 Wis -4 Inattentive]
    
    Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Know Planes >=5 ranks gives +2 on survival checks on other planes.
    If the familiar is within reach, +2 on spot and listen ("alertness").
    
    Lesser Fire Genasi:
    +2 intelligence, -2 charisma (already included)
    Control Flame once per day
    +1 on saves vs. fire magics, +1 per five levels
    Darkvision (see 60 feet in pitch-dark)
    Humanoid, Planetouched subtype (subject to effects that either humanoids or outsiders)
    Level adjustment +0
    
    Wizard:
    Familiar / Alertness, etc.
    Bonus Feats (already included)
    High intelligence gains bonus spells daily
    
    Casting DC: 17+Spell Level
    Zero-level Wizard spells: 4 per day + Flare
    Fatigue, Flare, Detect Magic X2 [1 used]
    First-level Wizard spells: 5 (3+2) per day + Burning Hands
    Burning Hands X3 [1 used], Grease, Mage Armor X2 [1 used]
    Second-level Wizard spells: 4 (2+2) per day + Scorching Ray
    Alter Self [used], False Life [used], Scorching Ray X3 [2 used]
    Third-level Wizard spells: 3 (1+2) per day + Fireball
    Dispel Magic, Fireball X3
    
    Spellbook
    1st Burning Hands, Charm Person, Comprehend Languages, Disguise Self, Enlarge Person, Grease, Kauper's Skittish Nerves, Mage Armor, Magic Missle, Shield, Silent Image, Swift Expeditious Retreat
    2nd Alter Self, False Life, Glitterdust, Rope Trick, Scorching Ray
    3rd Blindsight, Dispel Magic, Fireball
    
    Magic Items:
    Slippers of Spiderclimbing (crafted) 2,400
    Vest of Resistance +1 (crafted) 500
    Hat of Disguise (crafted) 900 [not worn]
    Headband of Intellect +2 4,000
    Wand of Comprehend Languages (crafted) 375
    Wand of Enlarge Person (crafted) 375 [45 charges]
    Wand of Charm Person (crafted) 375 [49 charges]
    Wand of Silent Image (crafted) 375 [47 charges]
    Wand of Shield (crafted) 375 [48 charges]
    Wand of Kauper's Skittish Nerves (crafted) 375 [48 charges]
    350gp in extra learned spells
    600 gp remaining - mundane item cost 
    
    Mundane Equipment:
    8 lb Heavy Crossbow
    2 lb Crossbow bolts (quiver of 10) x2
    2 lb Dagger x2      
          Flint and steel
    3 lb Oil flasks x3
    2 lb Spell component pouch
    6 lb Spellbook x2
    _____
    23 lb
    
    Rat familiar: Str 2 Dex 15 Con 10 Int 8 Wis 12 Chr 2; Hit points: 14; Initiative +2 (dex); Speed 15 ft., climb 15 ft.; AC: 17 (+2 size, +2 dex, +3 level); Bite +4 melee 1d3-4; Fort +2, Ref +4, Will +5, Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master;
    Background
    Millennia ago Helios Rein's ancestors were amongst the most powerful efreet houses of the realm now known as Calimshan. And while the family to maintain cohesion and influence, despite the 'usurping humans' that later came to rule, in modern times, their wealth had diminished till naught but a few relics remained. Understandably, the family was less than pleased when Helios ran off with one of those last treasures as payment for apprenticeship in one of the most prestigious guilds in Almraiven. Worse yet, his studies started off poorly. Although, the young fire genasi was inarguably brilliant, his masters eschewed evocation, and Helios seemed inept at everything else.

    After the guild asked him to leave, Helios quickly traveled to a neighboring elven realm rather than risk the wrath of his relatives. There he met Lowryllyth Aestyrion a moon elf wizard of mixed repute who saw potential the fiery youth. And exposed to spells like Dancing Lights and Flare, and later Burning Hands, he found the success that had for so long eluded him. Soon, his new master began sending him on various errands to nearby villages. From time to time Helios encountered raiding kobolds. Each time he was able to drive them off with his limited abilities. Finally, he had a breakthrough under Lowryllyth's tutelage, and was suddenly able to properly cast spells of all schools. But still he continued to study under his mentor. But then, at a tiny elven village on another errand, Helios and the villagers came under a concerted kobold attack. In a dazzling pyrotechnic display the fire genasi flambeed the reptilian command. The remaining kobolds retreated in chaos. After that excitement, a life of continued apprenticeship lost its appeal, and shortly thereafter Helios decided to travel to new lands in search of the rush of adventure.
    Last edited by Voidrazor; Saturday, 31st March, 2007 at 10:45 PM. Reason: Marked used spells and charges

  • #10
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    Zeddicus Cobb
    Medium Human Male Psion 1/ Duskblade 4
    AL Lawful Neutral
    Init +2; Senses Listen +1, Spot +1
    Languages: Common, Chondathan, Draconic, Dwarven

    AC 21, touch 11, flat-footed 20; (+1 dex, +10 Armor, +1 deflection, -1 flaw)
    hp 38 (5 HD)
    Fort +7, Ref +4, Will +8

    Speed 20 ft
    Melee +1 Longsword +8 (1d8+5 dmg, 19-20/x2)
    Base Atk +4 Grp +7
    Atk Options Power Attack, Arcane Channeling

    Abilities Str 16, Dex 14, Con 14, Int 14, Wis 13, Cha 10
    Feats Regional: Education, Flaw: Power Attack (Vulnerable), Dodge, Mobility, (b)Up The Walls, (b)Combat Casting, Battlecaster
    SQ Spells, Powers, Arcane Channeling, Armored Mage (medium), Arcane Attunement
    Skills Climb +5, Concentration +10, Decipher Script +8, Jump +5, Knowledge History +11, (CC)Forgery +7

    Spells Known 0 lvl: acid splash, disrupt undead, ray of frost, touch of fatigue
    1st lvl: resist energy, blade of blood, shocking grasp, jump
    Spells Per Day0 lvl: 6, 1st lvl: 6

    Powers KnownForce Screen, Skate, Synesthete
    Power Points Per Day3

    Arcane Attunement(Sp)May cast dancing lights, detect magic, flare, ghost sound, read magic a combined total of 5/day

    Possessions +2 Fullplate, +1 Longsword, +1 Ring of Protection, +1 Cloak of Resistance, tenday of rations, 3 torches, flint/steel, bedroll, backpack, heavy cloak, 3 books of Toril history, blank spellbook, blank parchment, inkwell and pens, 10gp.

    skill breakdown
    climb 8 ranks + 3 str - 6 acp = +5
    concentration 8 ranks + 2 con = +10
    decipher script 6 ranks + 2 int = +8
    knowledge (history) 8 ranks + 2 int +1 feat= +10
    jump 8 + 3 str - 6 acp = +5
    CC(forgery) 5 ranks + 2 int = +7




    Background


    Waterdeep is a big place. To a kid that can do things that no one else can do, it can be a big, scary place. Magic is fairly common in the big city and when Zeddicus started manifesting his powers, his parents mistook it for the natural talent of a sorceror. After his 12th birthday they took him to the Mages Guild to be evaluated and it was then that they learned that it was not magic that young Zed was manipulating. Shamed and frightened by the discovery, his parents taught him to hide his powers. They pushed him into the normal and accepted martial and magical training academies. He went along with it, letting his dominating parents make his choices for him. While at the academy he spent his spare time secretly looking in the library for tales of other people like him. As a byproduct of this, he had to learn how to read old and forgotten tomes of knowledge and sometimes decipher their meanings. By practicing his translations, he picked up rudimentary knowledge of forging other peoples writings.

    Told at every opportunity that his talents were to be kept a secret embarrasment, he eventually developed a guilt complex about his psionic abilities. An adult now, Zeddicus is timid and shy. He looks to take directions from others, and does what he's told whether he wants to or not. The only time he is truly happy is when he is fighting and he can use his powers without people really knowing what's happening. When the battle is over though, he berates himself for exposing his secret and withdraws into the shell he has created.



    Appearance


    Zeddicus stands just under six feet and weighs 190 lbs. His body is lean and muscled from years of professional instruction in fitness. His dirty blonde hair is shoulder length but he keeps it tied back. The full plate he wears is dinged in a few places but is clean and otherwise well-cared for. He keeps his longsword sheathed most of the time, but will put down whatever history he is reading if the need arises for action.

    In brightest day, in blackest night, no evil shall escape my sight.
    Let those who worship evils might, beware my power, Green Lanterns Light!


    games


    Assault on Raven's Ruin:
    IC | OOC | RG

    Of Thieves, Nobles, and the Righteous:
    Recruitment | IC | OOC | RG

    Characters I'm Playing: Grant | Bregan | Firblain | Garret | Reg

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