Mystara - In Search of Adventure (RG)

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  1. #1
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    Christchurch, New Zealand
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    Mystara - In Search of Adventure (RG)

    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games


  • #2
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    Christchurch, New Zealand
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    Castle Caldwell

    • Room 2 (Goblins): 3000 kopec's, 4026 crona's. 66 XP's each.
    • Rooms 3-5 (Traders): 90 XP's each.
    • Room 31 (Wolves): 60 XP's each.
    • Room 16 (Kobolds): 20 XP's each.
    • Room 27(Empty): 300 crona's, 50 royal's.
    Last edited by Lord_Raven88; Tuesday, 3rd July, 2007 at 11:22 PM.
    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games

  • #3
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    Gallant (Lvl 3)

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    Ingwë Melwasúl

    In-Gwee-Aye Me-lwaa-sool
    ĭn-gûē-ě mě-lûä-sûl

    Male Elven Druid
    Alignment: N

    Abilities: (30)
    STR - 14 (6 Points)
    DEX - 16 (6 Points) + 2 Racial
    CON - 12 (6 Points) – 2 Racial
    INT - 10 (2 Points)
    WIS - 16 (10 Points)
    CHA - 8 (0 Points)

    HP: 8+1 = 9
    Speed: 30ft (50ft while shapeshifted)
    Initiative: +3

    AC: 15 (+2 Armor +3 Dex)
    AC while Shapeshifted: 19 (+2 Armor + 3 Dex + 4 NA)

    Fort: 3
    Reflex: 3
    Will: 5

    Melee/Ranged/Grapple: +2/+3/+2

    Spear (Melee) +2 1d8+3 x3
    Spear (Ranged) +3 1d8+2 x3 Range: 20ft

    Weapon Under Shapeshift
    Bite/Claw/Slam +4 1d6+4 x2

    Class Abilities:
    Nature Sense
    Wild Empathy
    Spontaneous Rejuvenation
    -Grant allies and self within 30’ fast healing based on spell level sacrificed

    Racial Abilities:
    Low-Light Vision
    +2 Skill Listen, Spot, Search
    +2 Dex, -2 Con
    Immunity to magic sleep effects
    +2 Saving Throw bonus versus enchantment spells or effects
    Favored Class: Wizard

    Listen – 9 (4 Ranks + 3 Wis + 2 Racial)
    Spot – 9 (4 Ranks + 3 Wis + 2 Racial)
    Concentration – 1 (0 Ranks + 1 Con)
    Diplomacy – -1 (0 Ranks – 1 Con)
    Heal – 3 (0 Ranks + 3 Wis)
    Knowledge Nature – 4 (4 Ranks + 0 Int)
    Ride – 3 (0 Ranks + 3 Dex)
    Spellcraft – 4 (4 Ranks + 0 Int)
    Survival – 3 (0 Ranks + 3 Wis)
    Swim – 2 (0 Ranks + 2 Str)

    Natural Spell


    Equipment: Cost Weight
    Leather 10gp 3lb

    Backpack 2gp 2lb

    In/On Backpack:
    Bedroll 1sp 5lb
    Flint and Steel 1gp 0
    Waterskin (Water) 1gp 4lb
    Trail Rations (10 days worth) 5gp 10lb

    Emperor's - 0
    Royal's - 103
    Crona's - 9
    Kopec's - 0

    Save DC:
    Orisons – 13
    1st Level – 14

    Spells per day (With bonus):
    Orisons – 3
    1st Level – 2

    Physical Appearance

    Ingwe looks almost feral at times, with a wild streak in his eye. He is tall and sturdy for an elf, looking much like an adolescent human male. He has strong shoulders and deep brown eyes, looking almost black. His long, straight hair is unkempt, looking quite disheveled at times. The top of his right ear has been partially severed, leaving him with a dulled point. When he shifts, he assumes the form of a wolf with a thick, brown coat. He looks average and unassuming (as much as a wolf can), quite indistinguishable but for the same scar on the right ear.

    Age: 150
    Height: 5’3”
    Weight: 135
    Eyes: Deep Brown
    Hair: Dark Brown
    Skin: Tanned


    Ingwe was born into a grove of druids. This small-numbered sect formed a tight-knit family, in which the children were raised by the community; parental duties were shared by all. In practicing this method, Ingwe has no strong bond to any individual members of his group, neither his biological parents nor anybody else. However, he did grow up having a strong connection with his pack, as he liked to refer them. Together they would hunt together, roaming the woods of Callarh, living off the land. It wasn’t until Ingwe reached maturity that his druidic skills really took shape, but to the shock of his extended family, and himself, he was never able to harness the ability to summon a creature to his aid. Instead, when he tried to tap into the source, he would emit a radiating pulse of healing power. Ingwe accepted this substitute as a welcome, but unfortunately, during one particularly frustrating session to call upon the aid of nature, his concentration wavered and soon found himself transformed into the beast itself. His grove was shocked at this apparent disregard for order and how things work. Only after tested experience can a druid shape forms, not before, not untested and naïve.

    In time, the alienation became more pronounced and Ingwe soon was distanced to the back of the pack. His abilities to summon never manifested, nor did his niche with the grove become apparent, and soon he was the brunt of all their jests, a mockery. On one foray inside the Barony of Kelvin, a disagreement erupted between Ingwe and another young druid in good standing. The younger druid attacked him and in defense, Ingwe shifted into a wolf and fled. A shaped-elder chased after him and caught him soon, confronting him on the edge of the woodlands themselves. He slashed at Ingwe with a powerful bear-claw, catching him across the ear and dragging across his maw. No words were exchanged, just a steely glare that informed everything. Ingwe understood, and turning around, exited the woods in a land he knew naught.

    At the River Fork near Duke’s Road a fishing barge spotted this dirty teen boy, congealed blood across the right side of his face and wild black hair. Upon approaching him and offering a ride up the Windrush Branch, they were shocked to see that this was not in fact a man, but an elf, an elf with a bizarre language and hardly a handle on elvish, but broken enough in order to be understood. Over the course of a few weeks, traveling up-river with these well-tanned men, Ingwe was able to gather some common knowledge, a small grasp of the common tongue. But he was never comfortable with the water underfoot, and upon reaching the roughened frontier town of Threshold took his leave with the hopes to find some life for him, an uncultured, unknowing, elf with hardly enough skill to consider himself a druid.


    He is aware, but appears to be simple, merely he is just in tune with himself, very centered. He knows he isn’t wise in the ways of the world, but he cares for those who care for him. Often times he will remain in his wolf state, just to avoid the social awkwardness, and he has no reservations about appearing as someone’s pet.
    Last edited by ethandrew; Wednesday, 9th May, 2007 at 06:34 PM.

  • #4
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    My Character

    Korin Crownshield

    Name: Korinal Crownshield
    Class: Cleric
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral

    Str: 12 +1
    Dex: 10 +0
    Con: 14 +2
    Int: 12 +1
    Wis: 16 +1
    Cha: 12 +1

    Level: 1st XP: 266
    BAB: +0
    Grapple: +0
    Speed: 20ft
    Init: +0
    ACP: 0
    XP: 0
    HP: 10
    Damage Reduction: None
    Spell Resistance: 0

    Armor Class: 17 (+0 Dex, +5 Chainmail, +2 Shield) Touch: 10 Flat-Footed:117
    Attack +1 (Heavy mace D8+1)

    Fort: +4 (+2 Con, +2 Base, +0 Other)
    Ref: +0 (+0 Dex, +0 Base, +0 Other)
    Will: +5 (+3 Wis, +2 Base, +0 Other)

    Good (+1 caster level for good spells)
    Protection (protective ward)

    Spells: 3 2+1

    0 Level
    Detect Magic
    Create Water

    1ST level
    Divine Favor
    (D)Protection from Evil

    Racial traits:
    Stability (+4vs. Bull rush)
    Hardy (+2 vs. Poision, Spells and Spell like effects)
    Hatred (+1 to hit orcs and goblinoids)
    Giant Bane (+4 to AC vs Giants)
    +2 Appraise (metal and stone items)
    +2 Craft (metal and stone items)
    Darkvision 60"
    Languages: Common, Dwarven, Orc
    Class Features: Turn Undead, Spontanious Casting (Cure spells)

    Skill Points: 12 - [(2+1 (Int)) x 4]
    Max Ranks: 4
    Skill Penalty (-7 swim, hide, etc)
    Appraise +1 (0 Ranks, +1 Int)
    Concentration +6 (4 Ranks +2 Con)
    Craft (Armoursmithing) +1 (+1 Int)
    Craft (Weaponsmithing) +5 (4 Ranks +1 Int)
    Diplomacy +2 (+1 Ranks, +1 Cha)
    Heal +4 (1 Rank +3 Wis)
    Knowledge (Dungeonering) +1 (+1 Int)
    Knowledge (Religion) +2 (1 Rank +1 Int)
    Spellcraft +2 (1 Rank +1 Int)

    Feats: Combat Casting (+5 to Concentrating when casting Defensively)

    Equipment Worn/Sheathed [Weight]:
    Silver Holy Symbol [-]
    Explorers’s Outfit (free) [0]
    Chainmail [40]
    Large Steel Shield [15]
    Heavy Mace [8]
    Daggers (2, one waist, one boot) [2, 1 each]

    Equipment (in Backpack) [Weight]:10
    Blanket, Winter
    Flint and Steel

    Total- 75

    Kopec’s- 0
    Crona’s- 0
    Royal’s- 50
    Emperor’s- 0

    Max Weight:
    43 or less - Light Load
    44-86 - Medium Load
    87-130 – Heavy Load

    I plan on useing the Dwarf Cleric racial substitution level at 4th level (Races of Stone pg146), , and becoming a Battlesmith (Races of Stone pg 98)

    Mace is not legal to be carried in town so not carried in town. Neither is backpack, both are allwasy retrieved before leaving.


    Korin is a rather open dwarf not quite as surly as other dwarves. He appears young in age, with wisdom in his eyes. The beginning of a full black beard and hair adorn a worn face. Worn hands and worked shoulders are framed with well made but simple traveling gear. Gleaming chain mail with a proud makers mark show off his and his fathers craft, and he has no problem explaining in a loud voice the armor and that he and his father make it in there shop any time guards ask. Reagular travel from shop/home to a small shrine raised to the Immortal Moradin keep korin familiar with the locals.


    Korins father Gregor moved to threshold to work the family business, amour and weapons. Born in threshold Korin has spent his time at the forge or at the chapel. At a early age he showed promise and a touch of the immortal Moradin in his jet black hair. With a fervor he as taken to the calling of a priest and done his best at all he does.
    He also has thrived off his fathers story of adventure from his days wondering the world. He longs to spend the days in adventure and excitement like his father and hopes to make him proud. In the meantime he splits his duties at the forge, at the temple and mingling with the townsfolk.
    Last edited by okuth0r; Thursday, 14th June, 2007 at 03:25 PM.

  • #5
    Character Sheet

    Name: Sundim
    Class: Rouge
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic

    Str: 11 +0
    Dex: 16 +3
    Con: 11 +0
    Int: 13 +1
    Wis: 12 +1
    Cha: 13 +1

    Level: 1st
    BAB: +0
    Grapple: +0
    Speed: 30ft
    Init: +3
    ACP: 0
    XP: 216
    HP: 6
    Damage Reduction: None
    Spell Resistance: 0

    Armor Class: 15 (+3 Dex, +2 Leather Armor) Touch: 13 Flat-Footed:12

    Fort: +0 (+0 Con, +0 Base, +0 Other)
    Ref: +5 (+3 Dex, +2 Base, +0 Other)
    Will: +1 (+1 Wis, +0 Base, +0 Other)

    Racial traits:
    - 1 Extra feat at first level
    - +4 Skill points at first level
    - +1 Skill points at each level after first level
    Languages: Common, Halfling
    Class Features: Sneak Attack +1d6, Trapfinding

    Skill Points: 40 - [(8+1 (Int)) x 4]+4
    Max Ranks: 4
    Appraise +5 (+3 Ranks, +1 Int)
    Balance +3 (+3 Dex)
    Bluff +5 (+4 Ranks, +1 cha)
    Climb +0 (+0 Str)
    Concentration +0 (+0 Con)
    Craft +1 (+1 Int)
    Diplomacy +5 (+3 Ranks, +1 Cha)
    Disable Device +5 (+4 Ranks, +1 Int)
    Disguise +1 (+1 Cha)
    Escape Artist +3 (+3 Dex)
    Forgery +1 (+1 Int)
    Gather Information +1 (+1 Cha)
    Heal +1 (+1 Wis)
    Hide +9 (+4 Ranks, +3 Dex, +2 Feat)
    Intimidate +1 (+1 Cha)
    Jump +0 (+0 Str)
    Listen +1 (+1 Wis)
    Move Silently +9 (+4 Ranks, +3 Dex, +2 Feat)
    Open Lock +7 (+4 Ranks, +3 Dex)
    Perform (Sleight of Hand) +5 (+4 Ranks, +1 Cha)
    Ride +3 (+3 Dex)
    Search +5 (+3 Ranks, +1 Int)
    Sense Motive +4 (+3 Ranks, +1 Wis)
    Sleight of Hand +9 (+4 Ranks, +3 Dex, +2 Feat)
    Spot +1 (+1 Wis)
    Survival +1 (+1 Wis)
    Swim +0 (+0 Str)
    Use Rope +5 (+3 Dex, +2 Feat)

    Feats: Deft Hands (+2 of Sleight of Hand and Use Rope checks), Stealthy (+2 on Hide and Move Silently checks)

    Equipment Worn/Sheathed [Weight]:
    Traveler’s Outfit (free) [0]
    Leather armor [15]
    Daggers (3, two concealed on body w/Sleight of Hand) [3, 1 each]

    Equipment (in Sack) [Weight]:
    Crossbow, light [4]
    Bolts (20) [2]
    Sap [2]
    Merchant’s Scale [1]
    Thieves Tools [1]
    Sack [½]
    Trail Rations (1 day) [½]
    Bedroll [5]

    Total- 33

    Kopec’s- 60
    Crona’s- 37
    Royal’s- 49
    Emperor’s- 6

    Max Weight: 38 or less - Light Load
    39-76 - Medium Load
    77-115 – Heavy Load


    Age: 17
    Eyes: Brown
    Hair: Dark Brown
    Height: 5’ 1’’
    Weight: 121 lbs
    Skin: Slightly Pale
    Other: Has a little bit of a beard

    Sundim was born in the western parts of the Duchy of Karameikos, in Luln to be exact. His family had been part of a small criminal organization for the last three generations, and its headquarters was in Luln. Sundim was trained by one of the higher-ups in the organization, a dwarf, who taught him to steal and deal with traps. His mother taught him a skill he valued much more however, Sleight of Hand.

    Sundim was very close to his parents, as many families were, but Binks, the head of the organization, had plans for Sundim. Binks wanted Sundim to be his personal assassin. Binks told him to go on a mission to assassinate a certain individual, but Sundim refused. However, Binks threatened him by saying he would kill his parents, but Sundim declared it an empty threat, as Sundim believed that they were valuable members to the organization, and declined. That same night, they were assassinated in their sleep. After recovering from his grief, he attempted to find proof that Binks was tied to the murder, but he found nothing. He soon packed his things and left, stealing a valuable heirloom from Binks in the process. He sold it and used the money to stay in Thershold. The money didn’t last forever, however. When it ran out, he began to perform Sleight of Hand for crowds to earn more money. He has been performing for two months now, and has been living in Thershold for 4 months.

    Last edited by Gyojin; Monday, 11th June, 2007 at 02:42 AM.

  • #6
    Scout (Lvl 6)

    Jemal's Avatar

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    M&MGygax Memorial Fund

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    Jonas Firebeard

    Dwarven Barbarian 1
    AL: Neutral HT: 4'2" WT: 170 Hair: Thick, Red w/Mid-sized Beard Eyes: Brown Age: 50

    STR: 16 (+3) [10 Points]
    DEX: 14 (+2) [6 Points]
    CON: 12 (+1) [2 Points +2 Racial]
    INT: 12 (+`) [4 Points]
    WIS: 10 (+0) [2 Points]
    CHA: 12 (+1) [6 Points -2 Racial]

    HP: 13 (1d12+1) AC: 19 (10 base +2 dex +5 armour +2 shield)
    Saves: FORT: +3(2 base + 1 con) REF: +2(0 base + 2 dex) WILL: +0(0 base + 0 wis)
    Init: +2 Speed: 30'

    Bab: 1
    Dwarven Waraxe +4, 1d10+3 damage (X3 threat)

    Skills(Total/Ranks):[20 Points] Craft:Armour(+9/4), Craft:Weapon(+9/4), Ride(+4/2), Swim(+5/2), Survival(+4/4), 4 more

    Feats[1]: Extra Rage

    Class Features: Rage 3/day, Fast Movement, Illiteracy

    Racial Features: Darkvision 60', Stonecunning, Stability, +2 save vs poison, +2 save vs spells and spell-like effects, +1 attack vs orcs and goblinoids, +4 dodge vs giant type, +2 Appraise/Craft related to stone or metal.

    Languages: Common, Dwarven, 1 more

    Equipment: X GP worth
    *Dwarven Waraxe (10gp)
    *Breast Plate (66.7GP)
    *Heavy Steel Shield (6.7GP)
    MW Smithing Tools (55 GP)

    *Special Note: Self made Waraxe, Armour, and Shield, customized to self.. Taking 10, craft check=19.
    Dwarven Waraxe costs 100 SP to make, DC 18. Progress: 342SP/week(need 300). Time: 1 week.
    Chain Mail costs 667 SP to make, DC 15. Progress: 285 SP/week(need 2000) Time: 7 weeks, 1 day.
    Hvy Stl Shield costs 67 SP to make, DC 12. Progress: 228SP/week(need 200) Time: 1 week.


    Jonas was seperated from his clan during a trip across land, when they were attacked by orcs. A barbarian tribe friendly to the Firebeard clan found them and chased off the orcs, but only the child Jonas remained, so the barbarian chief took him in and raised him as a son.
    Jonas is a rather peculiar dwarf... his 'familial instinct' still exists, though it is directed to his tribe rather than clan, and he still feels the dwarven blood-ties as strongly as any other. Not quite as gruff as most dwarves, he's a very outgoing person, and is comfortable both inside and out, as well as being trained on horseback (Having overcome his fear of horses as a child), In Swimming, and general outdoorsmanship. Even though he wasn't raised around smiths (Apart from his childhood years), his natural skill with metal still shines through, and he quickly became his tribe's main armourer.

    Future Char. Info
    As far as Build-wise, after 2 brb, I would be taking 4 levels of fighter as he gets more experienced and gets actual training, and I plan on having Leadership in the future. Plan on taking Exotic Weapon Master @ LVL 7 If acceptable.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

  • #7
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    Acolyte (Lvl 2)

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    Olaf the Red


    Olaf the Red
    Lawful Human Dread Necromancer 1 -- Heroes Of Horror, page 85

    Str: 10
    Dex: 14
    Con: 12
    Int: 12
    Wis: 12
    Cha: 16

    Fort: +1
    Ref: +2
    Will: +3

    HP: 7
    Speed: 30ft
    Initiative: +2 [+2 Dex]
    Armor Class: 15 [+2 Dex, +3 Armor]
    Flat-Footed AC: 13 Touch AC: 12
    BAB: +0
    Grapple: +0 [+0 Str, +0 BAB]

    Halberd +0 (1d10 x3)
    Dagger +0 (1d4 19/20 x2)
    Charnel Touch +0 (Touch attack, 1d8 x2)

    Lvl 1: Able Learner (Human bonus) -- RoD, page 152
    Lvl 1: Spell Focus -- Necromancy

    Dread Necromancer Abilities
    • Rebuke Undead(Su): Can rebuke undead 6 times per day. A rebuking check is made on 1d20+3; rebuking damage is equal to 2d6+4 on a successful check.
    • Charnel Touch (Su): 1/round at will, as a melee touch attack, you can attack a living foe dealing 1d8 points of damage. This touch heals undead, and can be delivered through a spectral hand spell.

    Skills: (4*4) = 16
    Appraise: +1
    Balance : +2
    Bluff: +3
    Climb: +0
    Concentration: +5 (4 ranks)
    Diplomacy: +5 (2 ranks)
    Disguise: +7
    Escape Artist: +1
    Forgery: +1
    Gather Information: +5 (2 ranks)
    Heal: +1
    Hide: +2
    Intimdiate: +3
    Jump: +0
    Knowledge (religion): +5
    Listen: +1
    Move Silently: +2
    Ride: +2
    Search: +1
    Sense Motive: +3
    Spellcraft: +5
    Spot: +1
    Survival: +1
    Swim: +0
    Use Rope: +2

    Languages: Thyatian, Infernal

    1st Level: 4/day
    • Bane
    • Bestow Wound -- HoH 127
    • Cause Fear
    • Chill Touch
    • Detect Magic
    • Detect Undead
    • Doom
    • Hide from Undead
    • Inflict Light Wounds
    • Ray of Enfeeblement
    • Summon Undead I -- SC 215
    • Undetectable Alignment

    Halberd (10 gp)
    Dagger (2 gp)
    Studded Leather Armor (25 gp)
    Light Crossbow (35 gp)
    20 bolts (2 gp)

    Backpack (2 gp)
    Bedroll (1 sp)
    Sunrod -- 2 (4 gp)
    Waterskin (1 gp)
    5 days iron rations (2.5 gp)
    Rope, Silk, 50 ft. (10 gp)

    26 gp, 2 sp

    Personality and Appearance

    Appearance: Olaf is tall, and a little stout, and possesses a remarkably large beard of brilliant red hair He's rapidly balding, but isn't bothered by the fact. His skin is very pale, his eyes a deep green, his teeth brillaintly white. He dresses well, as a rule, and prefers clothing of green and black.

    Personality: Loud, boisterous, and a friend to all and sundry. Or so he proclaims, generally at the top of his lungs. It's all entirely genuine, though...Olaf just plain likes people, and doesn't bother to discriminate between the living and the dead.
    Last edited by Rolzup; Wednesday, 9th May, 2007 at 06:47 PM.
    The Chronicle of Burne, and Some Others of Lesser Importance An epic, of sorts, if your standards are low.

  • #8

    Bulboos Quickhands

    Character Sheet

    Male Halfling Ranger 1
    Chaotic Alignment
    Strength 10 (+0)
    Dexterity 18 (+4)
    Constitution 10 (+0)
    Intelligence 14 (+2)
    Wisdom 14 (+2)
    Charisma 10 (+0)

    Total Hit Points: 8/8
    XP: 86/1000

    Speed: 20 feet
    Armor Class: 18 = 10 +4 [dexterity] +1 [small] +3 [Armor]
    Touch AC: 15 ; Flat-footed: 14

    Initiative modifier: +4 = +4 [dexterity]
    Fortitude save: +3 = 2 [base] +1 [halfling]
    Reflex save: +7 = 2 [base] +4 [dexterity] +1 [halfling]
    Will save: +3/+5 = 0 [base] +2 [wisdom] +1 [halfling] +2 [Fear]
    Attack (handheld): +2/+4 = 1 [base] +1 [small] +2 [Goblinoids]
    Attack (unarmed): +2/+4 = 1 [base] +1 [small] +2 [Goblinoids]
    Attack (missile): +6/+8 = 1 [base] +4 [dexterity] +1 [small] +2 [Goblinoids]
    Attack (missile): +7/+9 = Point blank shot/ +2 vs [Goblinoids]
    Grapple check: -3 = 1 [base] -4 [small]

    Feats & Languages

    Languages:Thyatian, Elven(Callarii and Vyalia dialects), Goblin, Halfling(the Old language of the shire)
    Point Blank Shot
    Track [free to rangers]


    Skill Name, Key Ability, Skill Modifier, Ability Modifier, Ranks, Misc. Modifier

    Appraise Int 2 = +2
    Balance Dex* 3 = +4 -1 [ACP]
    Bluff Cha 0 = +0
    Climb Str* 3 = +0 +2 +2 [halfling] -1 [ACP]
    Concentration Con 0 = +0
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 3 = +4 -1 [ACP]
    Forgery Int 2 = +2
    Gather Information Cha 0 = +0
    Handle Animal Cha 1 = +0 +1
    Heal Wis 3 = +2 +1
    Hide Dex* 10 = +4 +3 +4 [small] -1 [ACP]
    Intimidate Cha 0 = +0
    Jump Str* -3 = +0 +2 +2 [halfling] -6 [speed 20] -1 [ACP]
    Knowledge (nature) Int 4 = +2 +2
    Listen Wis 7 = +2 +3 +2 [halfling]
    Move Silently Dex* 8 = +4 +3 +2 [halfling] -1 [ACP]
    Profession (Hunter) Wis 5 = +2 +3
    Ride Dex 4 = +4
    Search Int 5 = +2 +3
    Sense Motive Wis 2 = +2
    Spot Wis 5 = +2 +3
    Survival Wis 6 = +2 +4
    Swim Str** 2 = +0 +2
    Use Rope Dex 4 = +4
    * = check penalty for wearing armor.

    Halfling & Ranger Traits

    • +2 dexterity / -2 strength (already included)
    • Small (combat bonuses, +4 to hide already included)
    • +2 racial bonus on climb, jump, move silently
    • +1 racial bonus on all saving throws (already included)
    • +2 morale bonus on saves vs. fear (stacks with racial bonus)
    • +1 to hit with thrown weapons and slings
    • +2 racial bonus on listen checks (already included)
    • Favored enemies
    • Track as bonus feat (already included)
    • Combat Style
    • Endurance
    • Wild empathy (roll level + charisma bonus)
    • Endurance (level 3)
    • Animal Companion (level 4)
    • Woodland Stride (level 7)
    • Swift Tracker (level 8)
    • Evasion (level 9)
    • Camouflage (level 13)
    • Hide in Plain Sight (level 17)
    • High wisdom gains bonus spells daily
    Favored Enemies:
    • Humanoids (goblinoid) +2


    Light load:25 lb. or less
    Medium load:26-50 lb.
    Heavy load:50-75 lb.
    Lift over head:75 lb.
    Lift off ground:150 lb.
    Push or drag:375 lb.

    Equipment: Total Weight: 21.5lb
    (10) Small Studded leather Armor
    (0.5) Small Dagger (1d3)
    (1.5) Small Long bow
    (1.5) 20 Small Arrows (1d6)
    (2) Small Long sword (1d6)
    (1) Water Skin
    (0.5) 2 Empty Sacks
    (2.5) 2 torches
    (2) Flint and Steel
    Traveler's Outfit
    Cold weather Outfit

    116 Gold, 6 Silver, 8 Copper


    Size: Small
    Height: 80 cm
    Weight: 30 Kg
    Skin: Light
    Eyes: Hazel
    Hair: Black

    Bulboos's Background

    Bulboos Quickhands was born in Threshold 30 years ago, his grand parents from his father's side were Traders from Mallowfern, east shire, the five shires, they dealed with furs, cloth and specialized with wool carpets. After his parents marriage the whole side of his father's family left the shires to the Duchy of Karamaikos where they flourished with business. His father Zuton and mother Nanasit are local fishermen, living on the Coast of Windrush Lake. His sister Ktana runs a local brewery and his older brother Gutz travels the world as a bard.
    Bulboos is a hunter, who travels the forests and hills east of Thershold and later, sell the pelts, skins, meat and carcass in the local market.
    Beside it, he is known for his survival skills and is known around the market area, those who need a guide, or a scout can count on him.
    Last edited by Strahd_Von_Zarovich; Tuesday, 3rd July, 2007 at 10:57 AM. Reason: xp

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