The Rod of Seven Parts: Kauai Team
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  1. #1

    The Rod of Seven Parts: Kauai Team

    The Rod of Seven Parts: Kauai Team is:

    Ambrus--Maelicent, the Gudwulf--Goblin Ranger
    Mista Collins--Chev Baldwin--Human Cleric of Narn
    SlagMortar--Brakkus Erikson--Human Fighter
    Strahd_Von_Zarovich--Gamad--Dwarf Transmuter
    Voadam--Voadam the Green Wizard--Human Ranger
    Argent Silvermage--Pilgrim--Kobold Paladin of Bahamut*
    BRP2--H. Lewit--Human Rogue
    Rino--Dter Spiritbreaker--Dwarf Cleric

    *Temporarily inactive, not retired.

    Please post your character sheets here in whatever format best pleases you. I will be using these electronic copies to adjudicate play, so please do attempt to keep them up-to-date.
    Last edited by CanadienneBacon; Thursday, 5th April, 2007 at 09:28 PM.

  2. #2
    (From the original post, will probably do some editing to the story/background so it's nicer to read. To make things easier, I'd like to include the change of important stats on another 'sheet')

    H. Lewit
    Male Human
    LN ROG1
    Noticeable Traits: Genius, mobile, ill-looking, naive, odd, alien-minded, unattached, unemotional, and an incredible chess player.


    Character Sheet

    Basic Stats

    Strength 10 (+0)
    Dexterity 14 (+2)
    Constitution 10 (+0)
    Intelligence 18 (+4)
    Wisdom 10 (+0)
    Charisma 12 (+1)


    HP: 6 (1d6+0)
    Speed: 30
    Initiative: +6 (+2 Dex + +4 Feat)
    Spot +2, Listen +2

    AC=14 / 15(Dodge) (+2 Dex + 2 leather) (+1 dodge)
    Touch AC = 12
    Flatfooted AC = 12

    Fort Save: +0 (0 Con + 0 Base)
    Reflex Save: +4 (+2 Dex + +2 Base)
    Will Save: +0 (0 Wis + 0 Base)

    Melee Attack +0 (0 Str + 0 Base)
    Ranged Attack +2 (+2 Dex + 0 Base)
    Grapple +0 (0 Str + 0 Base)

    Rapier +0 (1d6, 18-20/x2 Crit) (Piercing) 2 lbs
    Dagger +0 (1d4, 19-20/x2 Crit) (Piercing) 1 lb
    Heavy Crossbow +2 (1d10, 19-20/x2 Crit, Range: 120 Feet) (Piercing) 8 lbs
    Leather Armor (Light, +2 AC, max dex +6; 0 Check Penalty) 15 lbs

    Class Abilities And Feats

    Class Abilities:
    Sneak Attack +1d6

    Human Traits: 1 Bonus Skill every level(4 at level 1). 1 Bonus Feat at level 1.
    Improved Initiative


    Skills with Ranks listed first, Untrained Skills listed second)

    Skill Name: Skill Modifier (Stat Modifier + Ranks + Misc) Stat

    Balance: +4 (+2 + 2) Dex

    Bluff: +3 (+1 + 2) Cha

    Diplomacy: +3 (+1 + 2) Cha

    Disable Device +8 (+4 + 4) Int

    Disguise: +3 (+1 + 2) Cha

    Escape Artist +4 (+2 + 2) Dex

    Hide +6 (+2 + 4) Dex

    Listen +2 (+0 + 2) Wis

    Move Silently +6 (+2 + 4) Dex

    Open Lock +4 (+2 + 2) Dex

    Sense Motive +4 (+0 + 4) Wis

    Search +8 (+4 + 4) Int

    Spot +2 (+0 + 2) Wis

    Tumble +6 (+2 + 4) Dex

    Use Magic Device +5 (+1 + 4) Cha

    Knowledge(Architecture): +5 (+4 + 1) Int, Cross-Skill

    Knowledge(Dungeoneering): +5 (+4 + 1) Int, Cross-Skill

    Knowledge(Geography): +5 (+4 + 1) Int, Cross-Skill

    Knowledge(History): +5 (+4 + 1) Int, Cross-Skill

    Appraise: +4 (+4) Int

    Concentration: +0 (+0) Con

    Climb +0 (+0) Str

    Forgery: +4 (+4) Int

    Gather Information: +1 (+1) Cha

    Heal +0 (0) Wis

    Intimidate +1 (+1) Cha

    Jump +0 (0) Str

    Ride +2 (+2) Dex

    Survival +0 (0) Wis

    Swim +0 (0) Str

    Use Rope +2 (+2) Dex


    Weapon/Armor 26 lb
    Crossbow Bolds(10)x3 3 lb
    Flint and Steel 0 lb
    Torch 1lb
    Thieves' Tools 1 lb
    Mirrior 1 lb
    Total "Action" Gear 31 (Light Load)

    Above +
    Backpack 2 lb
    Traveler's Outfit 5 lb
    Bedroll 5 lb
    Rope(50 feet, hempen) 10 lb
    Common Clothes
    Total "Travel/Rest" Gear 54 lb (Medium Load)

    In addition, he always has a green scarf wrapped tightly around his neck.


    Age: Looks 20, but could be 30. He never bothered to keep track.
    Height: 5' 0"
    Weight: 110 lb
    Skin: Pale
    Eyes: Black
    Hair: Curly Black; Beardless

    H. Lewit looks painfully ill to some: very pale, skinny, and dark-eyed. He is actually of average health. He has short, but thick black curly hair that reaches the top of his neck in bangs. He has no facial hair and appears as if he never has, this has been the origin of a rumor that one of his ancestors was Elven. His eyes are actually black, appearing almost like one big pupil with no iris. This is a form of Aniridia, but has not taken any negative effect on his vision. Many people say his eyes appear "dead", which matches well with his pale skin. One other notable feature of H.L. is his oddly long fingers. H.L. always seems to be wearing a green scarf, even if it doesn't exactly match the rest of his attire.

    He has two odd habits that people don't fail to take notice of. One is that he never sits normally, not matter the situation. He always sits Indian style or with his knees tucked in. Sometimes he even squats on a chair. The other habit is that when he is thinking(including plotting or learning) he either chews or sucks on something. Most often he sucks on his thumb, chews on his knuckle, or puts a coin in his mouth and bits down hard on it.

    Personality / History

    H. Lewit is an orphan as far as he knows, and has never met his parents. While he never had a home(literally, homeless save a bedroll), he early on met a Wizard who lived near Teggest while H.L. attempted to steal something from his tower. Wizard stopped him easily with magic, but was amazed how the child(who was roughly 8 years old at the time). It was while the Wizard was interrogating the child that he realize that this child was a genius, potentially smarter than him. Thrilled at the opportunity of gaining an apprentice with so much potential, he allowed H.L. to visit his tower anytime he'd like to study about things that made him curious. H.L. was a little too young to learn to start studying magic, and it personally didn't interest him much, he would read many manuals of knowledge. It was here he learned to play Chess(among other games). After a few games of losing, H.L. beat the Wizard every time after.

    One day, when H.L. was around the age to finally start studying magic, he found the Wizard murdered in cold blood when he visited the tower. This didn't upset H.L. that much, but he didn't want to get involved with whatever killed the Wizard so he fled the scene and never returned. To him now, the Wizard is a distant and unimportant memory, but the knowledge he learned there has stayed with him. The tower the Wizard lived in has been looted and demolished itself.

    While he isn't very charming in appearance, his calm and collected nature often gives people the idea that he is rather charismatic. H.L. as almost everyone knows him, is simply referred to as an odd one. He is natural genius of the highest standards and is rarely beaten at any type of strategy game he makes an effort to study. He is very straightforward and honest, but at the same time sneaky and plotting.

    He doesn't grow attached to anybody, but he does enjoy people's company and will even work for their best interests, for no real reason, maybe outside entertainment. He seems to enjoy being entertained a lot, which has many definitions to him, like playing a game or watching how people react to certain situations.

    H.L. has often been called soulless because of his alien behavior. A man of nature once told him that he seemed more like an unintelligent animal soul stuck in a man's body than a real person. H.L. has never loved anyone nor has he ever been in a situation where people have loved him. This would include basic friendships. If this is ever brought to his attention, as an insult or otherwise, he simply shrugs, not completely understanding the point. He is fatalistic, but doesn't preach fate. He knows the game will end once he loses and knows that will happen eventually. He has no real fear of death, but even he can't prevent the body's natural response to fear.

    Despite being so isolated, H.L. has taught himself what he thinks is how a normal person thinks, hoping to succeed in finding entertainment, and will adopt these traits if the situation calls for it. He also knows what people want/need to hear, making him quite charismatic. He never completely abandons his quirkiness even when he does his best to act normal. He will sometimes slip when he hears something he doesn't completely understand, sometimes as basic as a parent explaining their love for their children, and will ask "But, why?".

    His calm and studying nature has lead him become more lawful than chaotic. He usually does whats in his best interest, but not at a great cost to others. He has little remorse for any actions he does, but will always apologize if asked to. He is unlikely to break the laws, respecting them as much as rules in a game. Killing doesn't phase him, but he doesn't enjoy it and will avoid it.

    H.L. has always been a natural Rogue growing up, in Teggest. He has a cat-like curious nature that lead him to sneaking around, learning languages/games/strategy, and taking things apart, which has made him very resourceful. He was(and still is) homeless since he could remember and stole to survive.

    Nowadays, he hangs around the Golden Cockatrice, convincing people to try their luck at a game of strategy if they are doing bad at games of luck. Every piece of equipment he owns was obtained from this method. He has become quite popular in the area, people always try to guess what the H in his name means or think they can beat him at a game of chess. Most recently, he has been looking at the possibility of becoming an adventurer for a new source of entertainment. He will likely jump at the chance to do so.

    Current Status
    Level 1, Exp 0
    HP: 6
    Initiative: +6
    Spot +2, Listen +2
    Fort Save: +0
    Reflex Save: +4
    Will Save: +0
    AC=14 (15 with Dodge) (12 flatfooted, 12 touch attack)
    Other: -

    About adventure paths, I might take that dragonslayer PRC(the name slips me atm, the one with Sneak Attack Dragons) from Dragicom., but it may require some Fighter and/or Ranger dipping. We'll see if he survives that long ;p.
    Last edited by BRP2; Thursday, 14th December, 2006 at 02:38 AM.

  3. #3
    Brakkus Erikson
    Male Human Fighter 3
    XP: 4610 XP
    Alignment: LG

    Size: Medium
    Init +2
    Languages: Common, Latin, Navarran
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) (+4 tower shield when applicable)
    hp 34 (3d10 HD rolls: 10, 9, 9)
    Fort +5, Ref +3, Will +1
    Speed 30 ft. (20ft with current armor and load of equipment)
    Guisarme +6 (2d4+4/x3)
    Flail +6 (1d8+3/x3)
    Flail with tower shield: +4 (1d8+3/x2), AC 20
    Dagger +6 (1d4+3/19-20/x2)

    Atk Options: Combat Expertise
    Base Atk +3; Grp +6; Trip check +7
    Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 14 (+2) Wis 10 (+0), Cha 10 (+0)

    Feats: Combat Reflexes (1st), Combat Expertise (fighter 1st), Improved Trip(human bonus), Power attack (fighter 2nd), blindfight (3rd)
    Skills: Ride +8(6r), Jump +9(6r), Handle Animal +6(6r), Listen +3(3rcc), Knowledge (Nobility) +5(3rcc)

    Guisarme (9gp, 12lbs), Flail (8gp, 6lbs), Dagger (2gp, 1lb), Tower Shield(30gp, 45lbs), Scale Armor (50gp, 30lbs), Backpack (2gp, 2lbs), Belt pouch (1gp, 0.5 lbs), Waterskin (1gp, 4lbs), Cash (42gp 1sp)
    Subtotal Carried: 100.5 lbs

    On horse:
    Riding Saddle (10gp, 25lbs), Saddlebags (4gp, 8lbs), Bedroll (1sp, 5lbs), Rope (hempen) (1gp, 10lbs)
    Light Riding Horse named Chop Liver - standard light riding horse

    Climbing and mining equipment:
    climber's kit (5lbs), 50 foot length of silk rope (5lbs), a grappling hook (4lbs), 2 torches (2lbs), hooded lantern (2lbs), 2 pints of lamp oil (2lbs)
    Subtotal: 20 lbs

    Total carried: 120.5 lbs

    Light load: 76, Medium Load: 153, Heavy Load: 230
    Brakkus stands 5'10" and is a solidly build 180 lbs. He has blue eyes and a nicely trimmed mustache. His weapons (guisarme, one-handed flail, dagger), armor, and towershield are well polished and maintained.
    Brakkus is noble and disciplined, an ideal soldier. He is greatly disappointed in assignment away from the coming battle and determined to prove his mettle. His day normally starts at sunrise, shaves his face and trims his mustache. Each day brings the same breakfast - one egg, two slices of hard bread, and two pieces of bacon. He rarely drinks to excess, though when he does he tends to go on a real bender. He dislikes missle weapons preferring to look his opponent in the eye, though he knows how to use them. As he sees it, the one bright spot of his assignment to Teggest has been finding a high quality salon in the Golden Cockatrice and the eclectic group of individuals he's met there. He can often be found at the salon flurting with Vaja, or rolling his eyes at some of the stories of some of the more interesting patrons.


    Brakkus hails from Gwyund, the third son of a minor noble. His mentor and armsmaster, Marcel, instructed him in Latin and the teachings of Narn and Brakkus remains a strong disciple. He has been trained as a soldier and wants nothing more than to be on the coasts preparing to storm the Isle Jorunne. His father, against his wishes, called in a couple of favors to get his son stationed away from the action in Teggest, keeping an eye on things and writing reports, though perhaps someone in Gwyund suspected something out of the ordinary was about to happen in Teggest. Most distressing of all, he was forced to leave behind his war horse, Starduster. Instead he has been given a simple riding horse, which he has given the name "Chop Liver." Part of his training has involved preparing for a campaign on the mainland so he has learned to speak Navarran. He arrived six months ago with his appointment planned to last a year. He has been given free reign to investigate any unusual happenings in the area, even if it means leaving his post.

    Brakkus on his brothers:
    "I've two older brothers. The oldest's name is Sven. The other is Ander. He's the one who'd act like you were, what with the 'your eyes are like a cloudless sky' or 'your hair is of spun gold' crap to try to impress the ladies."

    HP: 34
    Initiative: +2
    Spot +0, Listen +3
    Fort Save: +5
    Reflex Save: +3
    Will Save: +1
    Last edited by SlagMortar; Tuesday, 28th August, 2007 at 07:36 PM.

  4. #4

    Gamad - Deformed Dwarf Transmuter 3

    current state

    HP: 9/17
    AC: 17/21 vs. giants due to mage armor

    0 level spells: Detect Magic, Mage Hand, Read Magic, Flare.
    1 level spells: Feather Fall, Color Spray, Burning Hands.
    2 level spells: Bull Str., Scorching Ray, Extend Mage Armor.

    Character sheet

    Strength 8 (-1) ; Dexterity 16 (+3) ; Constitution 14 (+2)
    Intelligence 18 (+4) ; Wisdom 14 (+2) ; Charisma 4 (-3)

    Alignment: Chaotic Good
    Gave up: Enchantment Necromancy
    Languages:Common, Draconic, Dwarven, Giant, Goblin, Undercommon.

    Total Hit Points: 17/17
    Speed: 20 feet
    Armor Class: 13/17 = 10 +3 [dexterity] +4 [Vs. Giants]
    Touch AC: 13
    Flat-footed: 10

    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +3/+5 = +1 [base] +2 [constitution] +2 [Poison]
    Reflex save: +4 = +1 [base] +3 [dexterity]
    Will save: +5/+7 = 3 [base] +2 [wisdom] +2 [Vs. Spells]
    Attack (handheld): 0/1 = 1 [base] -1 [strength] +1 [Vs. Orcs & Goblinoids]
    Attack (unarmed): 0/1 = 1 [base] -1 [strength] +1 [Vs. Orcs & Goblinoids]
    Attack (missile): +4/+5 = 1 [base] +3 [dexterity] +1 [Vs. Orcs & Goblinoids]
    Grapple check: 0 = 1 [base] -1 [strength]

    Spell Focus (Transmutation)
    Scribe Scroll.
    Extend Spell


    Skill Name(Ability) Skill Modifier = Ability Modifier + Ranks + Misc. Modifier
    Appraise (Int) 4/6 = +4 +0 +2 (stone&metal)
    Balance (Dex*) 3 = +3
    Bluff (Cha) -3 = -3
    Climb (Str*) -1 = -1
    Concentration (Con) 7 = +2 +5
    Craft Alchemy (Int) 7 = +4 +3
    Diplomacy (Cha) -3 = -3
    Disguise (Cha) -3 = -3
    Escape Artist (Dex*) 3 = +3
    Forgery (Int) 4 = +4
    Gather Information (Cha) -3 = -3
    Heal (Wis) 2 = +2
    Hide (Dex*) 7 = +3 +4
    Intimidate (Cha) -3 = -3
    Jump (Str*) -7 = -1 +0 -6 [speed 20]
    Knowledge arcana (Int) 7 = +4 +3
    Listen (Wis) 2 = +2
    Move Silently (Dex*) 5 = +3 +2
    Profession (Wis) 4 = +2 +2
    Ride (Dex) 3 = +3
    Search (Int) 4/6 = +4 +0 +2 (search stone)
    Sense Motive (Wis) 2 = +2
    Sleight of Hand (Dex*) 4 = +3 +1
    Spellcraft (Int) 9 = +4 +5
    Spot (Wis) 2 = +2
    Survival (Wis) 2 = +2
    Swim (Str**) -1 = -1
    Use Rope (Dex) 3 = +3

    Spell Book

    Zero-level Transmuter spells: 5 (4+1) per day 14/16
    Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare,
    Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark,
    First-level Transmuter spells: 4 (2+1+1) per day DC:15/17
    Enlarge Person, Reduce Person, Magic Weapon, Feather Fall, Color Spray, Mage Armor
    Endure Elements, Burning Hands, Animate rope.
    Second-level Transmuter spells: 3 (1+1+1) per day DC:16/18
    Bull's Str. , Scorching ray

    Racial and Class Traits

    • +2 constitution / -2 charisma (included)
    • Can move 20 feet even if in heavy armor
    • Darkvision (see 60 feet in pitch-dark)
    • Stonecunning (+2 on searching stone, intuit depth) (included)
    • +4 to avoid being bullrushed while standing on ground
    • +2 racial bonus on saves vs. poison (included)
    • +2 racial bonus on saves vs. spells / spell-like abilities (included)
    • +1 racial bonus to hit orcs and goblinoids (included)
    • +4 dodge bonus on AC against giants (included)
    • +4 stability bonus to avoid being tripped/bull rushed standing on ground
    • +2 racial bonus on appraise checks if stone/metal (included)
    Wizard (Transmuter):
    • Familiar / Alertness, etc.
    • Bonus Feats (already included)
    • High intelligence gains bonus spells daily
    • Specialist gets 1 extra transmutation spell/level/day


    Light load:26 lb. or less
    Medium load:27-53 lb.
    Heavy load:54-80 lb.
    Lift over head:80 lb.
    Lift off ground:160 lb.
    Push or drag:400 lb.

    Simple Gear:
    Simple Cloth + Robes + Hood.
    BackPack 2lb.
    SpellBook 3lb. [BackPack]
    Light Crossbow 4 lb.
    Quarterstaff 4 lb.
    Bolts, crossbow (9) 1 lb.
    Map Case 0.5 lb. [On Hamor]
    Spell Component Pouch 2 lb.
    candles (10) [BackPack]
    Vial of Ink [On Hamor]
    Inkpen [On Hamor]
    Personal Clay Mug 1 lb. [On Hamor]
    2 Water Skin 4 lb. [BackPack]
    jar of mushrooms. Half Eaten [BackPack]
    tindertwig. [BackPack]

    Magical and Unique Gear:
    Acid Flask 1 lb.
    Summon monster I scroll [Scroll Case]
    Expeditious retreat scroll [Scroll Case]
    Bunny horn.
    Owl bear feather.
    hornung's guess scroll [Scroll Case]
    2 tenser's floating disk scrolls [Scroll Case]
    wrapped wand "The first Segment of the rod"

    Gold: 10
    Silver: 7
    Copper: 8

    Hamor The Donkey

    Size/Type: Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Bite +1 melee (1d2)
    Full Attack: Bite +1 melee (1d2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +4, Ref +4, Will +0
    Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
    Skills: Balance +3, Listen +3, Spot +2
    Feats: Endurance
    Environment: Temperate deserts
    Organization: Solitary
    Challenge Rating: 1/6
    Advancement: —
    Level Adjustment: —

    Riding Saddle 25 lb. ; Saddle Bags 8 lb.


    Size: Medium ; Height: 1.30 m ; Weight: 70 Kg ; Skin: Albino
    Eyes: Dark Brown ; Hair: Bald with uncombed beard.
    Age: 60, Second Tinuday on the winter month Ladot, 2 AV


    Banished from his kin and underground tribe in The dwarven Kingdom of Orebiter, and referred as a walking curse and son of a demon among the mountain dwellers. Gamad is an albino dwarf, suffering from birth defects, his face and body are slightly deformed.
    big ears, un symmetric hands and eyes and a slight hunchback can be seen by naked eye, that is why the spell caster is hooded most of the time.
    His kin slaughtered his mother and banished her soul back to the abyss, saying she practiced the dark ways of the arcane and formed bonds with demons, in return for her vile ceremonies the wicked and evil creatures gave the childless woman a gift, she was impregnate. Dwarven stories tell about half-demon half dwarf child that grow in her womb, from those legends and tales Gamad suffered. when the elders saw he inherited the ability to wield the arcane power, he was banished from his home land, accused by the same crimes his mother did. Leaving his home with a swear to the never come back, hooded and hidden from sight, Gamad packed his stuff and memories and traveled to the human lands, there he hoped to meet those who can accept him.

    He arrived to the city of Teggest, where he found refugee and work in a local potions and herbal store, where he can master his alchemy profession.
    Attached Files Attached Files  
    Last edited by Strahd_Von_Zarovich; Wednesday, 12th September, 2007 at 05:25 AM. Reason: clw

  5. #5
    Guide (Lvl 11)

    Join Date
    Jan 2002
    Read 0 Reviews

    ψ Block Voadam

    ψ Friend+

    Voadam the Green Wizard

    Voadam the Green Wizard
    Human Ranger 1/Wizard 2

    Str 14
    Dex 14
    Con 14
    Int 16
    Wis 8
    Cha 12

    AC 12 <16> (+2 dex, <+4 armor>), Touch 12, FF 10
    HP 21 (8+3+4+6)

    F +4, R +4, W +2

    Init +2
    BAB +2 Grapple +4

    Attack: improved unarmed strike +4 1d3+2 (+2 vs. Evil outsiders)
    Short sword +4 melee 1d6+2 19-20 (+2 vs. Evil outsiders)
    Dagger +4 thrown 1d4+2 19-20 10Ft RI (+2 vs. Evil outsiders)
    Darts +4 thrown 1d4+2 20'RI (+2 vs. Evil outsiders)

    Full attack: improved unarmed strike +4 1d3+2 (+2 vs. Evil outsiders)
    Short sword +4 melee 1d6+2 19-20 (+2 vs. Evil outsiders)
    Dagger +4 thrown 1d4+2 19-20 10Ft RI (+2 vs. Evil outsiders)
    Darts +4 thrown 1d4+2 20'RI (+2 vs. Evil outsiders)

    Feats: Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Martial Weapon Proficiency, Simple Weapon Proficiency, Scribe Scroll (B), Track (B)

    Favored Enemy Outsiders (Evil) +2
    Wild Empathy +2
    Call Familiar

    Concentration +8 (6+2)
    Knowledge Arcana +5 (2+3)
    Knowledge Dungeoneering +7 (4+3)
    Knowledge Geography +7 (4+3)
    Knowledge Local +4 (1+3)
    Knowledge Nature +7 (4+3)
    Knowledge Nobility +4 (1+3)
    Knowledge Planar +5 (2+3)
    Knowledge Religion +5 (2+3)
    Listen +3 (4-1)
    Ride +6 (4+2)
    Spot +3 (4-1)
    Search +7 (4+3)
    Spellcraft +5 (2+3)
    Survival +3 (4-1)
    Swim +6 (4+2)

    Languages: Common, Orcish, Abyssal, Mongolic

    Spells Active:
    Mage Armor

    Spells prepared:

    1st level (3) Mage Armor, Ray of Enfeeblement, Chill Touch

    0 level (3)
    Light, Light, Mending, Ray of Frost,

    xp 4610


    Black robes
    Green sash
    Short sword
    Quiver of darts
    Fish hook symbol
    Ivory dice
    Potion of invisibility
    Magical Oil (unknown enchantment)
    Wand of cure light wounds 12 charges.
    Scroll of Charm Person
    Cantrips: all from srd
    1st Cheat (draconomicon, no evil descriptor), Chill Touch, Identify, Mage Armor, Magic Missile, Mount, Ray of Enfeeblement, Silent Image,
    Rope 50' silk
    Torches 4
    Flint and steel
    Continual Flame coin

    Voadam is a large bear of a man with striking steel blue eyes, long brown hair and a full beard. Scars give evidence to a life lived hard. He wears torn and seared black robes belted with a green sash. A wand is tucked into the sash as is a shortsword.

    He stumbled into the Golden Cockatrice recently looking slightly disoriented and like he had just been in some fiercesome magical battle. He claimed to be from the village of Althora though he is vague on where that is exactly. He has been known to swear by strange gods and seems intent on learning all he can from those around him, listening to every traveller's and bard's tale. He showed an avid interest in playing chess with H. Lewit, though he recognized Lewit's superior mastery and refrained from gambling on the board. Having heard of the Albino dwarf Gamad, Voadam has made an effort to befriend the outcast wizard.

    Voadam was born to a viking culture on a world far removed from this one. He journeyed across his world as a mercenary until he encountered a banished drow noble who he got to take him on as an apprentice in the wizardly arts, later he journeyed to mongolic lands and studied under a wujen who taught him magics and the complimentary martial arts of the lotus petal style. He quested to save the unstable magic of his world but became afflicted by dimensional rifts that occasionally tore him from one place to another, sometimes from world to world. He became a sailor of the void between worlds and visited many realms. At various points he has been a merchant prince, a mercenary, a wanted outlaw, imperial adviser, and a witch/demon/vampire hunter. He has made deals with demons and fought side by side with paladins.

    Most recently he was involved in opposing a necromancer named Demmin Nass the Black. Nass had captured Voadam and others and used them in a ritual to summon and bind the Aspect of a demon lord named Xiphid. Something happened with the elemental chaos of the ritual leading to a dimensional rift that freed Voadam but stole some of his recent memories. Voadam and his companions started the path to recovering their knowledge and fulfilling a prophecy to stop the demon lord’s full manifestation when Voadam’s memories stop again as he was completing a third prophesied challenge. He found himself in an alley in a strange city, his spell book and almost all of his magical power gone.

    Voadam is a friendly, inquisitive, and calculating man. He has seen many things and is an experienced hunter of evil. Pragmatic, greedy, and mercenary though he may be, underneath he is a good man and can’t help himself from getting involved in the affairs of the worlds he finds himself in. He is currently interested in learning about where he is, recovering his magical powers, and rebuilding a new spellbook.

    Career path for him is six levels of wizard then eldritch knight. As a ranger he can use wands with ranger spells such as cure light wounds.
    Last edited by Voadam; Tuesday, 11th September, 2007 at 08:35 PM.

  6. #6

    Pilgrim Kobold Paladin of Bahamut

    Name: Pilgrim
    Class: Paladin
    Race: Kobold
    Alignment: Lawful good
    Deity: Bahamut
    Age: 15
    Gender: Male
    Height: 3’0”
    Weight: 35 pounds
    Eyes: Red/gold
    Hair: none
    Skin: reddish scales

    EXP: 250

    Ability Scores: Str: 8/Dex: 16/Con: 10/Int: 14/Wis: 14/Cha: 14
    HP: 10 (1d10)
    AC: 18 (+3 Dex, +1 Natural, +1 size small, +2 leather armor, +1 buckler)
    Init: +3 (+3 Dex)
    BAB: +1
    Saves: Fort: +2/Ref: +3/Will: +2
    Move: 30’ Base
    Weight Allowance: Light 19, Medium 39, Heavy 60, Pull 300, Lift 120.

    Spear, Short: +1 to hit. 1d4-1 damage (Thrown +5 to hit 1d4-1 damage)
    Smite Evil: +2 to hit/ +1 Damage (1x/day)

    Racial Abilities:
    Kobold characters possess the following racial traits.
    l –4 Strength, +2 Dexterity, –2 Constitution.
    l Small size: +1 bonus to Armor Class, +1 bonus on attack rolls,
    +4 bonus on Hide checks, –4 penalty on grapple checks, lifting
    and carrying limits 3/4 those of Medium characters.
    l A kobold’s base land speed is 30 feet.
    l Darkvision out to 60 feet.
    l Racial Skills: A kobold character has a +2 racial bonus on Craft
    (trapmaking), Profession (miner), and Search checks.
    l Racial Feats: A kobold character gains feats according to its
    character class.
    l +1 natural armor bonus.
    l Special Qualities (see above): Light sensitivity.
    l Automatic Languages: Draconic. Bonus Languages: Common,
    l Favored Class: Sorcerer.
    l Level adjustment +0.

    Class Abilities: Detect Evil, Smite Evil, Aura of good.

    Spells Per Day: None
    Spells Known: None

    Feats: Dragon Friend

    Skills: (Ability + Ranks + Misc, - Armor Check Penalty)
    Hide +6 (+3 Dex, +4 Size, -1 ACP)
    Move Silently +2 (+3 Dex, -1 ACP)
    Listen +2 (+2 Wis)
    Search +4 (+2 Int, +2 Racial)
    Spot +2 (+2 Wis)
    Jump -2 (-1 Str, -1 ACP)
    Climb -2 (-1 Str, -1 ACP)
    Swim -2 (-1 Str, -1 ACP)
    Craft: Trapmaking +4 (+2 Wis, +2 Racial)
    Profession Miner: +4 (+2 Wis, +2 Racial)
    Diplomacy +6 (4 ranks, +2 Cha)
    Ride +7 (4 ranks, +3 Dex)
    Knowledge Dragons +6 (4 ranks, +2 Int)
    Knowledge Religion +6 (4 ranks, +2 Int)

    Languages: Draconic, Common, Undercommon, Goblin.

    Gear: (Total weight: 19w) [cost in GP/Weight in Lbs]
    Back pack [2g/2]
    Bedroll [1s/1.25]
    2 days rations [1g/1]
    Flint & steel [1g/*]
    Waterskin [1g/1]
    Leather Armor [10g/7.5]
    Short Spear [1g/1.5]
    Buckler [15g/2.5]
    168 GP in various gold, gems and jewelry.
    9 SP

    Physical Description:
    Pilgrim is big for his people. His scales are a red/brown hue with a streak of gold down his back and snout. His warm red/gold eyes are wise even for an elf.

    Warm and just He strives to be everything a true noble dragon is. Deep down he has a major inferiority complex knowing he can never truly match his ideal of dragon kind.

    History: The absolute opposite of all other Kobolds and with good reason. He was abandoned as an infant when his tribe wandered into the caverns that were home to a fledgling Gold Dragon. Tassomyre (The Dragon) being disinclined to share his home, eat the invaders totally missing the infant until it crawled up to the sleeping drake and started crying from hunger. Taking pity on the babe Tassomyre decided it would be great fun to raise the kobold as his personal protector/servant.
    Last edited by Argent Silvermage; Wednesday, 17th January, 2007 at 12:04 PM. Reason: Added EXP total

  7. #7
    Novice (Lvl 1)

    Join Date
    Jan 2003
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    ψ Block Rino

    ψ Friend+
    Dter Spiritbreaker
    male dwarven cleric 1
    Experience Points: 0
    Alignment: NE
    Deity: Lodi the axeless
    Homeland: Unknown

    Height: 4'3”
    Weight: 139lbs.
    Hair: bald
    Eyes: gray
    Age: 75

    Strength 14 (+2) [14 base (6 pts)]
    Dexterity 12 (+1) [12 base (4 pts)]
    Constitution 16 (+3) [14 base (6 pts) + 2 racial]
    Intelligence 12 (+1) [12 base (4 pts)]
    Wisdom 16 (+3) [16 base (10 pts) ]
    Charisma 8 (-1) [10 base (2 pts) -2 racial]

    Class and Racial Abilities
    # + 2 constitution / -2 charisma (already included)
    # Can move 20 feet even if in heavy armor
    # Darkvision (see 60 feet in pitch-dark)
    # Stonecunning ( + 2 on searching stone, intuit depth)
    # + 4 to avoid being bullrushed while standing on ground
    # + 2 racial bonus on saves vs. poison
    # + 2 racial bonus on saves vs. spells / spell-like abilities
    # + 1 racial bonus to hit orcs and goblinoids
    # + 4 dodge bonus on AC against giants
    # + 2 racial bonus on appraise checks if stone/metal

    * Alignment Aura
    * Spontaneous Casting (harm)
    * Rebuke Undead (2x/day)
    * domain: magic and trickery

    Armour Class: 18 (10 base, +5 armour +1dex +2 shield [touch 11, flat-footed 17]
    Armour Check Penalty: -7
    Arcane Spell Failure: -
    Hit Dice: 1d8+3
    Hit Points: 11
    Initiative: +1
    Speed: 20f. (20 feet base)

    Base Attack Bonus/Grapple: +0/+2


    spiked wooden heavy shield +2 atk 1d6+2 20/x2 piercing

    Fortitude +5 [2 base +3 con]
    Reflex +1 [0 base, +1 Dex]
    Will +5 [2 base, +3 Wis]

    Skills (12 points; max ranks: 4/2)
    concentrate (3+3=6)
    bluff (2-1=1)
    heal (3+3=6)
    knowledge (religion) (3+1=4)
    knowledge (history) (1+1=2)

    1: imp. shield bash

    Common, dwarven, goblin

    Equipment: total
    chain mail 150gc
    holy symbol 5gc
    spiked heavy wooden shield 17gc
    Explorer’s Outfit (green-brown)
    backpack 2 gc:
    - bed roll 1 sc
    - trail rations x15 75cc
    - waterskin 1gc
    - whetstone 2cc
    - flint and steel 1gc

    spells: (3;2+1)
    2x read magic
    1x cure minor wounds

    2x cure light wounds


  8. #8
    Cutpurse (Lvl 5)

    Ambrus's Avatar

    Join Date
    Mar 2004
    Montreal QC, Canada
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    ψ Block Ambrus

    ψ Friend+

    Maelicent, the Gudwulf

    Goblin Ranger 3
    NE Small humanoid (goblinoid)
    Init +4; Senses Spot +8, Listen +8
    Darkvision 60 ft.
    Languages Goblin, Common
    AC 18, touch 15, flat-footed 14
    hp 25 (3d8 HD)
    Fort +5, Ref +7, Will +3
    Spd 30 ft.
    Melee greatsword +4 (1d10+1) or handaxe +4 (1d4+1) or spiked gauntlet +4 (1d3+1)
    Ranged composite longbow +8 or +6/+6 (1d6+1)
    Base Atk +3; Grp +0
    Abilities Str 12, Dex 18, Con 14, Int 10, Wis 14, Chr 8
    Feats Track, Endurance, Point Blank Shot, Precise Shot, Rapid Shot
    Skills Hide +13, Listen +8, Knowledge (geography) +4, Move Silently +13, Ride +10, Spot +8, Survival +8
    Class feature Favored Enemy (Ex): Outsider (chaotic)
    Possessions Explorer's outfit, studded leather armor, buckler, composite longbow, 25 arrows, greatsword, handaxe, 2 cold iron spiked gauntlets, 3 daggers, backpack, bedroll, chalk, flint & steel, 3 sacks, waterskin, 10-ft. pole (collapsible), 5 tindertwigs, glass alchemy instrument, 2 Al-mi'raj horns (stowed), bag of caltrops (stowed).
    Treasure 240 pp, 20 gp, 10 sp
    Experience 4610
    Height 3' 1" Weight 40 lbs
    Standing barely waist-high to a human, Maelicent is nonetheless disconcerting when first seen. Little of the goblin's dark ochre flesh can be distinguished through the motley assemblage of leather bits, cloth wrappings and black metal he wears. While the small warrior has made an attempt at symmetry while putting together his piecemeal array of clothing and armor, it remains largely half-hazard in appearance. Layers of stained russet colored fabrics, trimmed with bits of fur and stitched together with sinew form a long sleeved overcoat of sorts. Beneath it Maelicent wears a boiled leather breastplate studded with black iron jacks and embossed with an abstract depiction of a snarling wolf's head in red. The goblin's arms are adequately protected by a pair of wickedly barbed blackened iron gauntlets peeking from beneath his tattered sleeves. The details of the goblin's face are hard to distinguish due to the shadows cast upon it by the large boiled leather cap he sports atop his head. Affixed with a pair of upright sharpened boars tusks and trimmed with a mesh of iron chain, it helps to keep the small warrior's head upon his shoulders during battle. An assortment of weapons, some easily distinguishable and some less so, form suspicious bulges beneath Maelicent's clothing. The most disconcerting fact about Maelicent's appearance however is that it is usually unheralded, as the goblin remains as hard to notice as a snake moving through the grass.
    Maelicent had trained with the other males since early childhood in the proud military tradition of the Gudwulf tribe. He'd learned the art of the shield, spear and bow alongside his six brothers. The young goblin had drilled in group tactics, been taught to hide himself and patiently wait for hours in ambush alongside his gangmates. Maelicent's had proudly underwent the rite of adulthood the previous year with his best friend Grimshaaw at his side. He'd subsequently sworn the blood oath with his gangmates before the assembled kinsmen beneath the auspices of Chief Hortenz and his wife Aezza, the tribe's witch. He'd never been prouder in his life.

    Following his official indoctrination into the Tribeland's military force, Maelicent's gang was assigned their first commission as warren-warders; a tour which was supposed to last a year. If his sergeant, an old brutish shrew named Kurdven, found his gang's service to be satisfactory then the young goblin could have looked forward to a tour of duty as one of Tribelands perimeter-wardens. Two more years of faithful service and he would have been eligible for duty amongst the esteemed Gudwulf raiding warbands. If his exploits amongst their number caught the eye of one of the Chief's lieutenants then Maelicent might even be considered for training amongst the tribe's elite warriors, the Thunder-riders; the military's mounted worg-rider division. The young goblin dreamed of nothing less grand.

    Never in his wildest dreams however did Maelicent imagine what would bring about the end of all such hopes. It started simply enough; a horn call warning of trespassers entering the Tribelands. Maelicent's gang was put on alert along with all other members of the military; his gang would remain so until the all-clear was sounded. Somewhere nearby traps were being set, troops were being deployed and ambushes were being prepared; all pre-planned defenses set off by the simple horn call. The first hint of a problem soon followed in the form of another horn-call signaling a retreat off the perimeter-warders. Maelicent and his gangmates were suddenly on edge and nervous. Would they possibly see battle on that day? Would they bleed in defense of the Tribelands? There yet remained many more defensive lines of entrenched warriors waiting in ambush with a network of traps protecting all advances into the warrens. It seemed unlikely.

    Too soon however, another horn-call announced that the second perimeter had been breached. Panic began to grip the inhabitants of the warrens; Maelicent and his gangmates did their best to maintain order. Sergeant Kurdven soon appeared, informing the young warders that the invaders were a gang of small giant-kin; humans and dwarves most likely. It sounded ludicrous; a gang only totaled 4 to 8 individuals. How could they have possibly penetrated through two lines of defense in so short a time? It would mean that they'd bested nearly two score goblin warders. Very quickly however, the Thunder-riders were ordered to saddle their mounts and head out of the warrens at the behest of the Chief. Nothing could surely stand against their vicious onslaught.

    Something did; and kept coming.

    The witch was frantically trying to divine these invaders' weakness while her husband ordered the women and children to flee down into the underdark through the secret tunnels. Maelicent's gang was ordered to hold their ground at the warren's gate to buy their fleeing kinsmen time to escape. Maelicent and his trembling gangmates didn't have to wait long to meet their fate. Like gods upon the earth they strode forth, with nary a sign of fear or remorse in their eyes. Their footfalls left a trail of blood in their wake and the air around them hummed with power as they approached. Fire, lightning and other eldritch forces that Maelicent had no names for danced along their bodies and bared weapons. The young goblin had never seen anything the likes of these folk, they were the stuff of legend; they were Adventurers.

    Maelicent and his gangmates didn't last long against the otherworldly might of such beings. Be it either luck, indifference or perhaps a mere oversight the young goblin was left bleeding but alive in the invaders' wake. The carnage went on for many hours it seemed, though it was likely only a few minutes. The young goblin, left unable to move, was forced to lay amongst his dead gangmates and stare at the death rictus upon his dear friend Grimshaaw's charred face. From deep within the warrens Maelicent heard the crack of thunder and felt the shaking of the earth beneath his prone body. The Gudwulf tribe seemed doomed. The proud Tribelands would fall and nothing but blood soaked earth and ashes would be left of his world.

    When the adventurers left, they stepped over Maelicent's broken body as easily and casually as when they'd entered the Tribelands. With great difficulty, the young goblin lifted his broken and bleeding body and crawled out into the light to catch a glimpse of the Harbingers of Death as they departed. He knew he was meant to turn around and crawl back into the comforting shadows of the warrens, but something made him stay where he was. There would be survivors in hiding down in the underdark, somewhere. They'd be determined, as always, to move elsewhere, lick their wounds, count their numbers and begin anew. Maelicent saw no point in joining them. He'd seen mortals, not terribly unlike himself, wield powers previously undreamed of. The full might of the Gudwulf tribe had broken against the advance of the invaders like water upon a ship's prow. Crawling around in the dirt, breeding a new generation of warriors who in turn he'd teach to fight with the same paltry skills and tactics he'd been taught seemed ludicrous now. More than he'd ever dreamed possible existed out there, outside of the Tribelands; a might he himself could, would learn to wield in time. Then perhaps he'd have something worthy to teach the next generation of the once proud Gudwulf tribe.

    Maelicent picked himself up off the ground with difficulty but with a fierce new resolve in his heart. He took an uncertain step into a larger world as he set off in search of a new dream; he would become an Adventurer.
    Last edited by Ambrus; Wednesday, 29th August, 2007 at 10:07 PM.

  9. #9
    Novice (Lvl 1)

    Mista Collins's Avatar

    Join Date
    Jul 2003
    Coral Springs, FL
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    ψ Block Mista Collins

    ψ Friend+
    Chev Baldwin

    Human Cleric 2
    LN Medium Humanoid
    Init +1; Senses Spot +3, Listen +3
    Languages Common, Dwarven
    AC 17, touch 11, flat-footed 16
    hp 28 (3d8+6 HD)
    Fort +5, Ref +2, Will +6
    Spd 30 ft.
    Melee Battleaxe +5 (1d8+2) or Dagger +4 (1d4+2) or Club +4 (1d6+2)
    Ranged Sling +3 (1d4+1)
    Base Atk +2; Grp +4
    Abilities Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 10
    Feats Combat Casting, Skill Focus(Concentration), Weapon Proficiency(Battleaxe), Weapon Focus(Battleaxe), Power Attack
    Skills Concentration +11 [+15 defensively], Heal +9, Knowledge (religion) +7, Spellcraft +7
    Possessions Explorer's outfit, chainmail, light wooden shield, wooden holy symbol, spell component pouch, belt pouch containing money, backpack, bedroll, 3 torches, flint/steel, waterskin, whetstone, club, sling, 10 sling bullets, dagger, battleaxe.
    Weight Carried: 85.5 lbs
    Treasure: 13.75 gp
    Experience: 3460 XP
    Height 6' 1" Weight 195 lbs

    Strength - 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 1 round, and it is usable once per day.
    War - Free Martial Weapon Proficiency (Battleaxe) and Weapon Focus (Battleaxe)

    Spells per day: 4/3+1/2+1

    0th level
    Detect Magic

    1st level
    Magic Weapon
    Shield of Faith
    Enlarge Person*

    2nd level
    Shield Other
    Bull's Strength
    Spiritual Weapon*

    level up
    2nd level
    9 hp
    +1 skill point in Concentrate, Heal, Knowledge (religion), Spellcraft

    3nd level
    9 hp
    +1 skill point in Concentrate, Heal, Knowledge (religion), Spellcraft
    Feat: Power Attack
    Last edited by Mista Collins; Tuesday, 28th August, 2007 at 04:11 PM. Reason: spell cast

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