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Wednesday, 1st August, 2007, 05:29 PM #1
Lobo's Rogue's Gallery: Elven Space Invaders
This is the rogue's gallery for Lobo Lurker's Elven Space Invaders game.
[U]My Players:[/U] Please post an updated character in this thread and keep it up to date after every round of combat or equipment usage via the EDIT button.
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Wednesday, 1st August, 2007, 06:33 PM #2
Scout (Lvl 6)
Kiera, Daughter of Jared
Human female, Sorcerer 8
AL: CG HT: 5'10" WT: 130 Hair: Long, Silver Eyes: Green
STR: 10 (+0) [0 pts]
DEX: 18 (+4) [6 pts + 1 Lvl + 2 Enhancement]
CON: 14 (+2) [2 pts + 2 Enhancement]
INT: 14 (+2) [3 pts + 1 Lvl]
WIS: 10 (+0) [0 pts]
CHA: 20 (+5) [14 pts + 2 Enhancement]
HP: 48 (8d4+16) AC: 20 (10 base + 4 Dex + 4 Mage Armour + 1 Deflection + 1 Natural Armour). Touch: 19 Flat-Footed: 16
Saves: FORT: + 4 (2 Base + 2 con) REF: +8 (2 Base + 4 Dex + 2 Weasel Familiar) WILL: +11 (6 Base + 5 Cha)
Ranged Touch Attack +8
Crossbow: +9, 1d10 damage.
Endurance(+10*), Know:Spellcraft(+11*), Know:Arcana(+11*), Persuasion(+13*), Initiative(+12*), Perception(+9/+14 w/Nevin)
Feats:  Eschew Materials, Empower Spell(+1), Maximize Spell(+2), Practical MetamagicX2 (Empower, Maximize)
Familiar (Weasel - Nevin)
Pristine* : The character never gets dirty, water drips and dries off quickly, mud seems to just miss him/her, hair and clothing is never out of place, etc.
Counting Coppers* : The character has an uncanny counting ability, and can easily count any number of things within sight (Such as the number of coins in a pile, provided most of them can be seen, the number of apples in a tree, or the number of people in an advancing mob)
* = replace 0 lvl spells known*
Known : 6*/5/3/2/1
*=lost two for class abilities Pristine and Counting Coppers*
Spells per day : 6/7/7/6/4
Save DC = 15 + spell level
0 lvl - Detect Magic, Mending, Light, Prestidigitation, Mage Hand, Open/Close
1st lvl -
Magic Missile, Mage Armour, Shield, Endure Elements, Alarm
2nd lvl -
Scorching Ray, Knock, See Invisibility
3rd lvl -
4th lvl -
Languages: Common, Goblin, Dwarf
Equipment: 27,500 GP (No more than 14,000 on any 1 item)
Cloak of Charisma + 2 (4,000)
Gloves of Dexterity + 2 (4,000)
Belt of Health + 2 (4,000)
Amulet of Natural Armour + 1 (2,000)
Ring of Protection + 1 (2,000)
Ring of Sustenance (2,500)
Eyes of the Eagle (2,500)
Bag of Holding Type I (2,500)
MW Light Crossbow (335)
Nobles Outfit + Jewelry (200)
Signet Ring (5)
5 bottles fine wine (50)
MW Artisans ToolsX2 (55)
Last edited by Jemal; Saturday, 4th August, 2007 at 06:07 AM.
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!
Wednesday, 1st August, 2007, 06:45 PM #3
Magsman (Lvl 14)
Race: Human (?)
Class/Level: Warlock 8
Action Points: 9/9
Desc: Lily is at first glance an unusually pretty woman, with smooth skin and winsome features. Her skin however isn't just pale, it is white; the glossy shade of unpolished porcelain. Her eyes are black on white, seeming to lack irises altogether. She's cool to touch...not cold, but not as warm as she should be. These things, combined with her usual preferred wardrobe of blacks and dark greys sometimes cause people to mistake her for the undead, particularly a vampire.
Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 14
Wisdom (WIS) 11
Charisma (CHA) 20
AC: 20 (10 + 3 dex + 5 armor + 2 deflection)
Hit Points: 64/64
Movement: 30' ground, 30' fly (B)
Base Attack Bonus: +6/+1
Melee Attack: +5
Ranged Attack: +9
Eldritch Blast 4d6
Detect Magic at will
DR 2/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Resiliance 1 (gain fast healing 1 for 2 minutes)
Sense Motive +9
Use Magic Device +14
1 Point Blank Shot (+1 to hit/dmg at range within 30')
1 Precise Shot (ignore penalty for firing into melee)
1 Spell Hand (gain Mage Hand, Open/Close and Floating Disc 1/day as SLA's)
3 Spell Penetration (+2 to penetrate SR)
5 Arcane Mastery (Can take 10 on caster level checks, even in stress)
7 Extra Invocation: Eldritch Spear (gain new invocation)
Languages - Common, Orcish, Goblin
See the Unseen (60' darkvision + See Invisible)
Dark One's Luck (Add cha bonus to one save at a time as luck bonus)
Magical Insight (Identify items as full round action)
Eldritch Spear (increases range to 250')
Fell Flight (fly speed 30', manueverability B)
Relentless Dispelling (targeted dispel at caster level, repeats next turn on own)
Money - 50gp
Eldritch Blast, +9 rngd touch, 5d6 dmg, 250', subject to SR (+2), PBS/Precise Shot
Mithril Chain +1, +5 AC, +6 Max Dex, 0 ACP, -0 Arc Cast, 10lbs
Backpack, 2gp, 2lbs
2 Belt Pouches 2gp, 1lb
Waterskin, 1gp, 4lbs
Chauseble of Fell Power (lesser), 8000
Cloak of Charisma +2, 4000
Vest of Resistance +2, 4000
Ring of Protection +2, 8000
Mithril Shirt +1, 2100
Wand of Shield 50/50, 750
2 potions of Cure Moderate Wounds, 600
Last edited by Shayuri; Wednesday, 1st August, 2007 at 06:49 PM.
Wednesday, 1st August, 2007, 06:53 PM #4
Alignment: Neutral Good
Str: 11 +0 ( 1p.) Level: 8 XP: ----
Dex: 16 +3 ( 4p.) BAB: +4 HP: 80 (8d8+16)
Con: 14 +2 ( 4p.) Grapple: +4 Dmg Red: N/A
Int: 10 +0 ( 0p.) Speed: 30' Spell Res: XX
Wis: 20 +5 ( 8p.) AP's: 9 Spell Save: 13 + spell level
Cha: 16 +3 ( 8p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Dod Defl Total
Armor: 10 +4 +0 +3 +0 +1 +2 20
Touch: 16 Flatfooted: 17
Base Mod Misc Total
Fort: 6 +2 +0 +8
Ref: 2 +3 +0 +5
Will: 6 +3 +2 +11
Weapon Attack Damage Critical
+1 Light Crossbow (20) +8 1d8+1 19-20/x2
Masterwork Dagger +5 1d4+0 19-20/x2
Dodge (Bonus 1st)
Augment Healing (Human Bonus)--Complete Divine, pg 79. +2 points/spell level to the amount of damage healed by any Conjuration (healing) spell cast by Charles.
Spontaneous Healer (1st)--Complete Divine, pg 84. Can spontaneous cast Cure spells # times/day = wisdom bonus.
Skill Focus (Knowledge, medicine) (Class Bonus)
Reach Spell (3rd)--Complete Divine, pg 84. Can cast a spell that normally has a range of touch at a distance of 30'. Must make a ranged touch attack. Uses a spell slot two levels higher than the actual spell.
Heighten Spell (5th)
Iron Will (7th)
Spells (see below)
Spontaneous Healing 5/day
Healing Hands (Ex)--spells of healing subschool add charisma modifier to hit point damage healed.
Clense Paralysis (Su)--Remove Paralysis 1/day
Clense Disease (Su)--Remove Disease 1/day
Clense Fear (Su)--Remove Fear 1/day
Clense Poison (Su)--Neutralize Poison 1/day
Effortless Healing (Ex)--Don't provoke an AOO when casting a healing subschool spell.
Unicorn Companion (Ex)--See below.
Caster Level: 8
Healing Subschool: +3 hit points + 2 points/spell level healed.
Spells per Day: 6, 7, 6, 5, 5
Spells Usually Prepared:
0--Detect Magic, Read Magic, Light, Light, Cure Minor Wounds, Create Water
1--Bless Water, Protection from Evil, Protection from Evil, Protection from Evil, Goodberry, Remove Paralysis, Remove Fear
2--Calm Emotions, Remove Blindness/Deafness, Remove Blindness/Deafness, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds
3--Create Food and Water, Remove Curse, Restoration, Reach Cure Light Wounds, Neutralize Poison
4--Heighten Sanctuary,Heighten Sanctuary, Mass Cure Light Wounds, Death Ward, Freedom of Movement
Landiss, Celestial Unicorn, Large Magical Beast; HD 4d10+20 (42 hp); Init +3; Spd 60'; AC: 22 (-1 Size, +3 Dexterity, +6 Natural, +4 Chain Shirt Barding), T: 12, FF: 19; BAB/Grapple: +4/+13; Attack: Horn +11 melee (1d8+8, 20/x2); Full Attack: Horn +11 melee (1d8+8, 20/x2) and 2 Hooves +3 melee (1d4+2); SA: Smite Evil +4 1/day; SQ: DR 5/magic, Natural weapons magic for DR purposes, Darkvision 60', Immunities (poison, charm, compulsion), Low-Light Vision, Magic Circle vs. Evil, Energy Resistance (Acid, Cold, Electricity 5), Scent, Spell Like Abilities (CL 5, Detect Evil at will as free action, 3/day Cure Light Wounds, 1/day Cure Moderate Wounds, Neutralize Poison), SR 9, Wild Empathy, Empathic Link, Improved Evasion, Shared Savings Throws, Share Spells; AL: CG; SV: Fort +11, Refl +9, Will +13; Skills: Perception +12, Survival +12; Feats: Lightning Reflexes, Track; S: 20, D: 17, C: 21, I: 10, W: 21, Ch: 24.
Skills Ranks Mod Misc Total
Endurance 9 +2 +0 +11 (t)
Initiative 4 +3 +0 +7
Knowledge (Medicine) 9 +0 +5 +14 (t)
Knowledge (Religion) 9 +0 +0 +9 (t)
Perception 4 +5 +0 +9
Persuasion 9 +3 +0 +12 (t)
Survival 4 +5 +0 +9
+1 Light Crossbow (20) 6lb
Masterwork Dagger 1lb
+2 Leather Armor 15lb
Wand of Cure Light Wounds, CL 5 (50) 0lb
Ring of Protection +2 0lb
Gloves of Dexterity +2 0lb
Restoration Components x5 0lb
Holy Water x4 4lb
Silver Holy Symbol 1lb
Spell Component Pouch 2lb
Traverler's Outfit 5lb
Belt Pouch .5lb
Chain Shirt Barding (on companion)
Total Weight:34.5lb Money: 23gp 0sp 0cp
Lgt Med Hvy Lift Push
Max Weight: 38 76 115 230 575
Last edited by Drerek; Wednesday, 1st August, 2007 at 09:22 PM.
Wednesday, 1st August, 2007, 07:07 PM #5
Gallant (Lvl 3)
Anderson “Crazylegs” Jones
Monk 2 | Fighter 6
Str 20 -- (11 pts) +1 at 8th Level + 2 Gauntlets of Ogre Power
Dex 17 -- (8 pts) +1 at 4th Level
Con 14 -- (4 pts)
Int 10 -- (0 pts)
Wis 10 -- (0 pts)
Cha 12 -- (2 pts)
Hit Points 92
Action Points 9
AC 20, Touch 14, Flat 17 (10 Base + 5 Armor + 3 Dex + 1 Dodge + 1 Ring)
BAB +7, Grap +16
Speed 40 (base 30, Light load 47.5/77, light armor)
Fort +11, Ref +9, Will +7
Unarmed Strike +14 1d6+8 x2 Bludgeoning
Full Attack- +12/12/7/7 1d6+8 x2 Bludgeoning
Perception (wis; noticing traps, any class) 9 = 4+5+0
Endurance (con; includes concentration) 11 = 4+5+2
Initiative (dex; class skill for all classes) 17 = 4+5+5+3
Acrobatics (dex) 7 = 4+3
Climb (str) 9 = 4+5
Deception (cha) 5 = 4+1
Jump (str) 9 = 4+5
Persuasion (cha) 5 = 4+1
Ride (dex; everything with one skill) 7 = 4+3
Stealth (dex) 7 = 4+3
Survival (wis) 4 = 4+0
Swim (str) 9 = 4+5
-Two Weapon Fighting
-Improved Two Weapon Fighting
-Skill Focus (Initiative)
-Close Quarters Fighting (CW)
-Versatile Unarmed Strike (PB2)
-Improved Unarmed Strike
Anderson is a calm, introspective man these days. He has overcome a lot in his life. For the better part of his youth his anger controlled him, but not anymore. He channels his aggression into his boxing, honing his body, mind, and skill to be an ultimate fighting machine. When he is training for a match, his dedication and focus is unparalleled. When not training, however, he enjoys puzzles for the mind and travelling under a guise so his fame will not get in his way. His persona Crazylegs is famous and it is a rare day when he walks down the street to not be accosted by admirers.
Even though he is smaller than most of his opponents, his lithe and powerful body has consistently overcome any size disadvantage. The public flock to him, hailing him the "People's champion." He has soared up the ranks of contenders and stands to be in line for the champion of his day, maybe the best ever. That is, unless something dire and unforseen occurs.
Anderson is very loyal to those he holds close to him, but unfortunately those people have dwindled since he received his fame. He has been succeptible to being taken advantage of in these past few years, so he has a few guards up. However, he changes into a beast when he is fighting, his anger and ferocity taking on a mind of its own. But these days that only occurs at the appropriate times.
Standing at 6'2" and weighing at 205 pounds when in season, and 193 when not, Anderston is not as physically imposing as some of his competition. He is well muscled though, with long lean muscles. He has a darker complexion, very bronze, which matches his light brown eyes and short black hair. Like all fighters, he has a great smile.
Mithral Chain Shirt +1 – 2,100gp
Hat of Disguise – 1,800gp
Amulet of Mighty Fists +1 – 6,000gp
Gauntlets of Ogre Power – 4,000gp
Ring of Sustenance – 2,500gp
Ring of Protection +1 – 2,000gp
Boots of Striding and Springing – 5,500gp
Cloak of Resistance +1 – 1,000gp
Bag of Holding – 2,500gp
Total Spent: 27,400gp
Wednesday, 1st August, 2007, 07:08 PM #6
Waghalter (Lvl 7)
Quandrus the Unfathomable
Last edited by Vertexx69; Wednesday, 1st August, 2007 at 09:32 PM.
Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
Wednesday, 1st August, 2007, 09:47 PM #7
Enchanter (Lvl 12)
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Franklin Payne, World Renown Adventurer
Franklin Payne (CR 8)
Male human factotum (Dungeonscape 14) 8
NG Medium humanoid
Init +18; Senses Perception +10
Languages Common, Goblin, Dwarf, Draconic, Orc
AC 25, touch 14, flat-footed 21; +7 armor, +4 shield, +3 Dex, +1 dodge; Combat Expertise, cunning defense
hp 64 (8 HD)
Fort +2, Ref +9, Will +4
Speed 30 ft.
Melee +1 rapier +10 (1d6+1/18-20) or
Melee mwk kukri +10 (1d4/18-20) or
Melee mwk sap +10 (1d6 nonlethal) or
Base Atk +6; Grp +6
Atk Options Combat Expertise, Weapon Finesse, cunning insight, cunning strike
Special Actions Improved Disarm, cunning surge, opportunistic piety (4/day)
Combat Gear wand of magic missiles (5th, 50 charges)
Spell-Like Abilities (CL 8):
1/day—detect magic, detect secret doors, read magic, undecided x3
Abilities Str 10, Dex 16, Con 10, Int 22, Wis 13, Cha 14
SQ arcane dilettante (3 spells, 3rd), brains over brawn, cunning knowledge, inspiration (8pts), trapfinding
Feats Combat Expertise, Dodge, Font of Inspiration x2, Improved Disarm, Insightful, Jack-of-all-Trades, Weapon Finesse
Trained Skills Initiative +18, Knowledge (arcana/magic) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (nature) +14, Mechanics +14, Persuasion +11, Perception +10, Ride +18, Survival +10, Use Magic Device +11
Untrained Skills Acrobatics +11, Climb +8, Deception +6, Endurance +4, Jump +8, Knowledge (other) +10, Medicine +5, Stealth +10, Swim +6
Possessions combat gear plus +2 mithral breastplate, +2 darkwood heavy shield, gloves of dexterity +2, headband of intellect +2, fine adventuring clothes, spell component pouch, 209gp
Inspiration To represent Franklin's random body of knowledge, he gains a number of inspiration points to activate his abilities. At the beginning of each encounter, he inspiration pool refreshes to its maximum.
Cunning Insight (Ex) Before making an attack roll, damage roll, or saving throw, Franklin can spend 1 inspiration point to gain a competence bonus of +6; the modifier is Int based. Cunning insight does not require an action and can be used as often as Franklin likes on his or another's turn.
Cunning Knowledge (Ex) When making a check with an non-trained only skill, Franklin can spend 1 inspiration point to gain a bonus on the check equal to +8 (his factotum level). Franklin can use this ability once per day for any given skill.
Trapfinding (Ex) As a rogue.
Arcane Dilettante (Sp) Franklin can imitate the arcane arts. At the beginning of the day, he may select up to 3 sorcerer/wizard spells without XP cost to prepare; he can prepare up to three spells, with up to one being his maximum level (3rd). He may the cast these spells with their material components as a spell-like ability (and thus no arcane spell failure). He may not prepare the same spell twice. Each spell may be used once per day. Spells may be prepared with metamagic feats as normal; the save DC is 10 + Spell Level + Int.
Brains over Brawn (Ex) Franklin adds his Int modifier to Strength checks, Dexterity checks, and checks involving Strength or Dexterity.
Cunning Defense (Ex) Franklin can spend 1 inspiration point to gain his Int bonus as a dodge bonus to AC against one opponent for 1 round. Using this ability is a free action. The ability may be used multiple times against different opponents, but not more than once against the same opponent on Franklin's turn.
Cunning Strike (Ex) Franklin can spend 1 inspiration point to apply sneak attack damage of +1d6 against an opponent; this ability must be activated before making the attack role.
Opportunistic Piety (Su) Franklin can spend 1 inspiration point to channel divine energy up to 4 times per day. One use can be used to heal injuries (one creature is healed 22 hp [2xfactotum level+Int]), harm undead (22 hp of damage), or turn undead as a cleric of Franklin's level.
Cunning Surge (Ex) By spending 3 inspiration points, Franklin can take an extra standard action during his turn.
Hook "I've never been so scared in all my life! Brilliant!"
Franklin Payne was born the only son of a well-to-do merchant family. As such, he was given the finest things, boarded at the best schools, and taught the value of courage and service. His education from all his tutors instilled in Franklin an grasp of skills from all professions. His drive to excel has driven him to become a gentleman adventurer, seeking out the thrills of danger locales world wide. If it can be explored, Franklin Payne has explored it and written about it in his famous travelogues.
Franklin is a tallish man in the flush of his youth. He has a a wiry build, fine adventuring clothes under a brilliant mithral breastplate, and well kept dark hair and mustache. He is boisterous and charming, and thrives on adversity.
Skill user, back-up/5th party member