+ Log in or register to post
Results 1 to 10 of 14
Monday, 3rd September, 2007, 12:25 AM #1
Scout (Lvl 6)
- Join Date
- Jan 2002
- Read 0 Reviews
ø Block Creamsteak
(CSRHoD) Creamsteak's Red Hand of Doom [RG]
32 Point Buy.
Average on all others.
(4 = 2.5, 6 = 3.5, 8 = 4.5, 10 = 5.5, 12 = 6.5)
Aasimar*, Dwarf, Gray Elf, Goliath*, Halfling, Human, Tiefling*.
*Aasimar, Goliaths, and Tieflings are modified.
Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Spellthief, Swordsage, Warlock, Wizard.
All classes recieve more skill points.
(2 + int modifier) becomes (4 + int modifier)
(4 + int modifier) becomes (6 + int modifier)
(6 + int modifier) becomes (8 + int modifier)
(8 + int modifier) becomes (10 + int modifier)
All non-core feats are by approval.
Dodge just gives a +1 dodge bonus to AC.
Item creation feats are prohibited. Item creation is allowed regardless of feats, and it does not cost additional experience. The primary limiter during this game is time.
All prestige classes including those in the core books are by approval.
All characters start with 9000 gold worth of equipment. Non-core items will need approval.
Last edited by Creamsteak; Monday, 9th February, 2009 at 12:29 AM.
- EN World
- has no influence
- on advertisings
- that are displayed by
- Google Adsense
Wednesday, 5th September, 2007, 11:31 PM #2
Acolyte (Lvl 2)
Male Gray Elven Wizard (Transmuter) 8
Init +3; Senses Listen +2, Spot +6; Low-Light Vision
Languages Common, Elven, Draconic, Sylvan, Auran
AC 14, Touch 14, Flat-footed 11;
HP 38 (8d6+8)
Fort +3 Ref +5 Will +6; Sleep Immunity, +2 vs. Enchantments,
Melee Longsword +4 (1d8 19-20), or
Ranged MW Longbow +8 (1d8, x3, 100ft)
Base Atk +4; Grapple +4
Atk Options Point Blank Shot, Precise Shot
Str 10 (+0) (4 pp, -2 racial mod.)
Dex 16 (+3) (6 pp +2 racial mod.)
Con 12 (+1) (6 pp -2 racial mod.)
Int 22 (+6) (10 pp + 2 racial mod. +1 at 4th level, +2 headband +1 at 8th level)
Wis 10 (+0) (2 pp)
Cha 12 (+1) (4pp)
Feats Point Blank Shot, Spell Mastery, Precise Shot, Spell Focus: Illusion, Arcane Thesis: Fireball
Skills Climb +3 (3 ranks, cc), Concentration +12 (11 ranks), Diplomacy +7 (6 ranks, cc), Knowledge (Arcana) +17 (11 ranks), Knowledge (Dungeoneering) +12 (6 ranks), Knowledge (History) +11 (5 ranks), Knowledge (Nature) +10 (4 ranks), Knowledge (The Planes) +13 (7 ranks), Spellcraft +19 (11 ranks), Spot +6 (4 ranks, cc), Swim +3 (3 ranks, cc)
Masterwork Longbow 400 gp
20 Arrows 2 gp
--5 silver arrows
--5 cold iron arrows
--5 adamantine arrows
Longsword 15 gp
Lesser Metamagic Rod of Extend 3,000 gp
Ring of Protection +1
Scroll of Dispell Magic 375 gp
Scroll of Resist Energy (2) 150 gp each
Scroll of Fireball
Scroll of Invisibility
Scroll of Hold Monster
Scroll of Fly
Scroll of Tongues
Scroll of Dimensional Anchor
Scroll of Clairaudience/Clairvoyance
Staff of Fire (25 charges), can function as +1 Flaming Javelin
Wand of Magic Missile (3rd) (41 charges) 2,250 gp
Wand of Magic Missile (5th) (12 charges)
Headband of Intellect +2
Pearl of Power (1st) 1,000 gp
Scroll Case 1 gp
Ink (2 vials) 8 gp each
Inkpen 1 sp
Bullseye Lantern 12 gp
4 pints oil 1 sp each
10 sheets paper 4 sp each
Belt Pouch 1 gp
Trail Rations (2 days) 5 sp each
10 tindertwigs 1 gp each
Spellbook 15 gp
Spell Component Pouch 5 gp
potion of cure light wounds
2 potions of cure moderate wounds
Money: 77 gp
Languages: Common, Elven, Draconic, Sylvan, Giant, Gnome
Spells Known Banned Schools=Enchantment and Necromancy
1st- Feather Fall, Magic Weapon (Spell Mastery) , Color Spray, Silent Image, Shocking Grasp, True Strike, Identify, Mage Armor (Spell Mastery), Protection from Evil, Magic Missile (Spell Mastery), Enlarge Person
2nd- Fox's Cunning, Bull's Strength, Knock, Invisibility, See Invisibility, Hypnotic Pattern, Scorching Ray
3rd- Fireball, Haste, Fly, Major Image, Displacement, Clairaudience/Clairvoyance, Dispell Magic, Mass Resist Energy
4th- Greater Invisibility, Rary's Mnemonic Enhancer, Dimension Door, Evard's Black Tentacles, Stoneskin
Spells Prepared 4/5+1/4+1/4+1/3+1 (Standard Travelling List)
0- Mage Hand, Read Magic, Detect Magic, Detect Magic
1st- Feather Fall, Shocking Grasp, Silent Image, Mage Armor, Magic Missile, Magic Weapon (Trans.)
2nd- See Invisibility, Hypnotic Pattern, Scorching Ray, Knock, Bull's Strenght (Trans.)
3rd- Dispell Magic, Fireball, Fly, Mass Resist Energy, Haste (Trans)
4th- Greater Invisibility, Stoneskin, Dimension Door, Rary's Mnemonic Enhancer(Trans.)
Cantrips 16 (Illusion 17)
1st 17 (Illusion 18)
2nd 18 (Illusion 19)
3rd 19 (Illusion 20)
4th 20 (Illusion 21)
Last edited by Redclaw; Monday, 20th April, 2009 at 03:03 AM. Reason: Levelled to 8th
Thursday, 6th September, 2007, 01:07 AM #3
Thaumaturgist (Lvl 9)
- Join Date
- Dec 2006
- Windsor, CT
- Read 0 Reviews
ø Block pathfinderq1
Name: Tyrla nic Rizzell
Race/gender: Tiefling (modified)/female
Class/level: Warlock 8
Role: ranged attack/arcane damage
Description: Tyrla appears to be a young woman- she has a subtly exotic look about her, and most folk assume that she is human (but from some far off land). She is just under average height, with a slender build. Her hair is black and curly, usually worn tied back in a simple braid. Her eyes are her most exotic feature, with a slight almond shape and catlike green-gold pupils which seem almost to glow red when she calls upon her powers. Her skin has a golden-bronze undertone- in the right lighting it seems almost metallic. For the most part, she prefers to keep herself covered- she wears long sleeves, ankle length skirts, gloves, and a deep hooded cloak nearly all the time (all of which fits nicely with her carefully maintained mysterious look).
Background: Many of the isolated villages that dot Elsir Vale have a local wisewoman- some of these folk are simple herbalists or healers, while others have some smattering of magical ability, most often as a druid or adept. Some of these women are far more powerful than their fellow villagers could ever understand, and they dwell in rural isolation for a variety of reasons ranging from personal desire for solitude to madness borne of magical study or misadventure. Tyrla's mother was one such unfortunate soul. As far as the villagers of Drin were concerned, "Mama Rizzell" had lived in the clearing atop Quartz Hill basically forever, and no one really minded her occasional fits of raving as long as she continued to dispense her wisdom and petty magical trinkets. They were rather surprised when visitors to her hut began to notice a tiny girl-child lurking in the shadows, but the simply assumed that "Mama" had acquired a foundling, perhaps in some strange bargain.
As the girl grew, she mostly stayed near Rizzell's clearing, though from time to time, she was seen wandering alone through the woods. She rarely spoke, except to deal with her "mother's" visitors, and it was years before any of the townsfolk even knew her name. Tyrla studied whatever Rizzell could teach her, mostly the lore of the arcane world, and on her own she explored the forests and hills around her home. Perhaps in time she might have learned her mother's trade and assumed the mantle of village wisewoman herself- but that future was wiped away one spring morning when raiders thundered down from the hills. Tyrla escaped into the woods, and Rizzell used all of the powers at her command to fend off the raiders- but it was not quite enough. Tyrla returned that night to find her "mother's" body surrounded by slain foes in the ashes of her cabin.
For a time, Tyrla stayed with the villagers of Drin, but she did not have her mother's knowledge, and she was too odd to fit in with the simple farming folk. When the next spring came, she set out upon the roads to seek her fortune. She learned a great deal in a short time, and within another year she had joined a company of adventurers- she has traveled with that band ever since. Over the years, she has expanded her arcane knowledge to an impressive degree, but her ability to manipulate the forces of magics remains oddly chaotic. Despite the impressive energies she wields, she has never been able to master the simplest formal rituals of magecraft. Stranger still, she has become more and more certain that her ancestry is not purely human- part of her fears the truth, but another, larger portion of her psyche revels in the knowledge of what she might be (or what she might become...)
Personality: Tyrla quite deliberately cultivates an aura of mystery- she often seems rather distant, especially around those she does not know well, and she seems prone to fits of rage which approach madness. She is deeply interested in her arcane studies, and that subject is the quickest way to break through her reserved facade. Her friends have long since grown used to her rather ferocious temper- even at her worst she has never betrayed her loyalty to her allies. Her more learned friends may be aware that she is not truly human, but the taint within her blood does not seem to have warped her beyond saving.
Tiefling (modified) female
XP 27602 (04/20/09)
Alignment: CN (tending towards CG)
Languages: Common, Infernal, elf, draconic, orc, goblin
HP: 46 (6/3.5/3.5/3.5/3.5/3.5/3.5/3.5, +16 CON)
AC: 20 (t15/ff16; DEX +4, Armor +5, Deflection +1)
Initiative: +4 (DEX)
BAB: +6/+1 (Melee +5/+0//Missile +10/+5//Grapple +5)
+5/FORT: base +2, vest +1, CON +2
+7/REF: base +2, vest +1, DEX +4
+9/WILL: base +6, vest +1, WIS +2
STR 9 (-1; 1 point)
DEX 18 (+4; 8 points +2 racial +1 at level 4)
CON 14 (+2; 6 points)
INT 16 (+3; 6 points +2 racial)
WIS 14 (+2; 5 points, +1 at level 8)
CHA 12 (+1; 6 points -2 racial)
Point blank shot (1st level)
Precise shot (3rd level)
Extra invocation (6th level- Cold comfort)
Class abilities: Damage reduction 2/cold iron; Detect Magic (at will; CL 8); Deceive Item; Eldritch blast 5d6 (+10 ranged touch); Fiendish resilience (1x/day, gain fast healing 1 for 2 minutes)
Eldritch Spear (level 1)
See the Unseen (level 2)
Baleful utterance (level 4)- replaced Summon Swarm at level 6
Cold comfort (level 6, extra)
Voracious Dispelling (level 6)- replaced Charm at level 8
Fell flight (level 8)
Skills (at level 8):
+5/Bluff; 2 ranks +1 CHA, +2 racial
+13/Concentration; 11 ranks +2 CON
+14/Knowledge- arcana; 11 ranks +3 INT
+4/Knowledge- history (cc); 2 points cc= 1 rank +3 INT
+5/Knowledge- nature (cc); 4 points cc= 2 ranks +3 INT
+4/Knowledge- religion; 1 rank +3 INT
+5/Knowledge- the planes; 2 ranks +3 INT
+4/Listen; 4 points cc= 2 ranks +2 WIS
+6/Sense motive; 4 ranks +2 WIS
(+1)/Speak language; 2 pts cc= 1 rank; Goblin
+3/Spot; 2 pts cc= 1 rank +2 WIS
+16/Spellcraft; 11 ranks +3 INT +2 synergy
+6/Survival (cc); 8 points cc= 4 ranks +2 WIS
+12/Use magical device; 11 ranks +1 CHA
+6/Hide (untrained); 0 ranks +4 DEX +2 racial
Chausable of Fell Power (lesser)
+1 mithril shirt (AC +5, check -0)
Ring of Sustenance
Ring of Protection +1
Heward's handy haversack
Vest of resistance +1- from Complete Arcane
Wand of CLW (49 charges, CL 1)
Wand of Burning hands (50 charges, CL 1)
Potion of CLW (x2; CL 1)
Potion of CLW (x2; CL unknown- ruined town)
MW cold iron shortspear (+6/+1 to hit//1d6-1 damage)
Cold iron daggers (x2)
Sling with 10 bullets
Alchemist's fire (x2; 40 gp)
Explorer's outfit (x2; 0+10 gp)
Traveler's outfit(x1; 1 gp)
Bedroll (1 sp)
Belt pouch (1 gp)
Flint and steel (1 gp)
Small steel mirror (10 gp)
Sack (x4; 4 sp)
Signal whistle (8 sp)
Waterskin (1 gp)
64 gp, 6 sp left + loot (-750 spent)
Party treasure carried:
1 jar of Restorative Ointment (? uses)/ in Haversack
Last edited by pathfinderq1; Saturday, 9th May, 2009 at 08:04 PM. Reason: gave Warren a sunrod
Thursday, 6th September, 2007, 09:30 AM #4
Gallant (Lvl 3)
Avril, Human Druid
Progression Level 6
Progression Level 7
Progression Level 8
Description: Avril is a short and rather petite girl, with long brown hair covering a round, freckled-filled face. Her eyes are bulbous and have been described as frog-like, with long eyelashes and deep amber radiance. Her lips are thin and hide a row of near-perfect teeth, which shine brightly white when she beams a smile. Her clothing is generally comfortable, though often hiding her smaller frame, and she has no apparant preference for color or fashion. Her stature is generally confident, and her voice rich, though often high-pitched.
Background: It was said that the spirits took her. Her parents had warned her that the forest was not a place for young girls, and that all sorts of dangers lurked there. That the trees twisted, and that the dark half-gods of nature lurked there, waiting to devour travellers just for the sake of it. Legends and rumours had circled about that forest for centuries, ever since the demon-spirit, Leis, had wrought havoc on the surrounding region from his forest-based lair. Eventually slain, the great fell lord had left a taint, a curse on the forest, flooding it with the will and spirits of evil. Legends were powerful things, as were rumours.
Whatever the truth of the matter, Avril had been touched by the forest. Her father had said so from an early age, her mother had ascribed it to youthful imagination. But Avril's ways, her spirit, were not that of any ordinary human child. She'd seen things. She'd been places. Her mind was awash with an imagination and a power that few could comprehend. Simple farmers and traders of worldly goods could not fathom the mind of their daughter, nor could the more normal siblings that fought with wooden swords and carved animals from wood or formed them from clay. Her family had often said she was possessed, taken by the evil spirits of the Forest of Cornd, a fact that had riled Avril on hearing it on numerous occasions.
It was clear, though, the Avril's life was entwined with the mind of the forest, with the will of the spirits, and the hearts of the animals that lived their. Her fate would be shaped by nature, by the half-gods of evil and good, and their kindred spirits. Avril had embraced what she had learnt in that forest, taken what she wanted, hidden what shouldn't be seen, and eventually made eveything her own. Her parents, though she had loved them, had grown on another branch of fate, and she was to sprout in her own direction. The forest of Cornd grew in her, shaped her, and filled her with its spirits, and Avril possessed in her the learnings of nature. She would walk its paths and be guided by it.
Last edited by Pinotage; Tuesday, 1st December, 2009 at 10:53 AM.
Saturday, 8th September, 2007, 08:53 PM #5
Waghalter (Lvl 7)
- Join Date
- Aug 2003
- Glendale, AZ
- Read 0 Reviews
ø Block Arkhandus
Strength............10 (+0)...........Character Level: 8, Rogue 3/Swordsage 5, XP: 22,410
Dexterity...........20 (+5)...........Small Size, Speed 20 ft. (30 ft. without pack, 20 ft. base)
Constitution......14 (+2)............Initiative: +7, BAB: +5, Grapple: +1
Intelligence.......14 (+2)............Melee: +6 (+11 Finesse), Ranged: +11 (+12 throw/sling)
Wisdom...........16 (+3)............Total HP: 47.5, Current HP: 47, Nonlethal: 0
Charisma..........8 (-1)...............Fortitude: +6, Reflex: +14, Will: +10 (+12 versus fear)
AC: 26 (+5 Dex, +1 size, +5 armor, +3 Wis, +2 deflection)
Touch AC: 21, Flat-Footed AC: 21
Alignment: Lawful Neutral, Age 30, Height 2'-9", Weight 31 lbs.
Tanned Skin, Brown Eyes, Tussled Black Hair & Sideburns
Languages (Literate): Common, Dwarven, Elven, Halfling.
Proficiencies: All simple weapons, martial melee weapons, hand crossbows, shortbows, and light armors.
Level Progression Feats: Shadow Blade, Weapon Finesse, Martial Stance (Assassin's Stance).
Skills: Appraise +6 (4 ranks, +2 Int), Balance +12 (5 ranks, +5 Dex, +2 synergy), Climb +10 (8 ranks, +0 Str, +2 racial), Concentration +12 (10 ranks, +2 Con), Disable Device +15 (11 ranks, +2 Int, +2 tools), Hide +18 (9 ranks, +5 Dex, +4 size), Jump +15 (6 ranks, +0 Str, +2 racial, +2 synergy, +5 competence), Knowledge (history) +3 (1 rank, +2 Int), Knowledge (local) +3 (1 rank, +2 Int), Listen +11 (6 ranks, +3 Wis, +2 racial), Martial Lore +3/+5 (1 rank, +2 Int, +2 Desert Wind/Shadow Hand), Move Silently +18 (11 ranks, +5 Dex, +2 racial), Open Lock +16 (6 ranks + 3 ranks cross-class, +5 Dex, +2 tools), Profession (fisher) +5 (2 ranks, +3 Wis), Search +13 (11 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spot +12 (8 ranks + 1 rank cross-class, +3 Wis), Swim +5 (5 ranks, +0 Str), Tumble +15 (8 ranks, +5 Dex, +2 synergy), Use Rope +6 (1 rank, +5 Dex).
Racial Traits: Small humanoid (halfling), -2 Strength, +2 Dexterity, base Speed 20 feet, +2 Climb, +2 Jump, +2 Listen, +2 Move Silently, +1 on all saving throws, +2 morale on saves against fear, +1 on attack rolls with slings and thrown weapons, rogue is favored class.
Ability Score Development: 32 point buy, for base scores of 12 (4 pts), 14 (6 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), and 8 (0 pts). Racial adjustments as a halfling result in total base scores of 10, 16, 14, 14, 16, and 8. Ability increase for 4th-level made Dexterity 17, and ability increase for 8th-level made Dexterity 18. Gloves of Dexterity raise Dexterity to 20.
Sneak Attack: Deals +2d6 damage against targets that he flanks or who are denied a Dexterity bonus to AC against his attack, but it does not apply against some targets.
Trapfinding: Can use Search and Disable Device to find and disarm traps of any DC with a successful check, including magical traps.
AC Bonus: Adds Wisdom bonus to Armor Class except when immobilized.
Discipline Focus: Weapon Focus in all Shadow Hand weapons, +2 on Martial Lore checks related to the Desert Wind or Shadow Hand disciplines, adds Wisdom bonus to damage with all Desert Wind strikes.
Quick to Act: Gets +2 Initiative.
Evasion: No damage on a successful Reflex save against any effect that normally allows a Reflex save for half damage.
Trap Sense: Gets +1 dodge AC versus traps and +1 on Reflex saves to avoid traps.
Swordsage Maneuvers: Initiator level 6, knows 3+1 stances and 10 other maneuvers, can ready 6 maneuvers.
Stances: Child of Shadow (shadow hand 1), Island of Blades (shadow hand 1), Assassin's Stance (shadow hand 3), Giant Killing Style (setting sun 3).
1st-Level Maneuvers: Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 14), Counter Charge (counter, setting sun), Distracting Ember (boost, desert wind), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Stone Bones (strike, stone dragon).
2nd-Level Maneuvers: Cloak of Deception (boost, shadow hand), Flashing Sun (strike, desert wind).
3rd-Level Maneuvers: Death Mark (strike, desert wind, DC 16), Fan the Flames (strike, desert wind).
Active Stance: Assassin's Stance.
Readied Maneuvers: Burning Blade, Cloak of Deception, Death Mark, Fan the Flames, Flashing Sun, Shadow Blade Technique.
Possessions: Short Sword +1 (2,310 gp, 1 lb., 1d4 piercing, 19-20/x2 critical, magical +1 enhancement), Club (0 gp, 1-1/2 lbs., 1d4 bludgeoning, 20/x2 critical, 10 ft. increment), Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment), Shortbow +1 (2,330 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.), Mithral Shirt Armor +1 (2,100 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure), Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement), Ring of Protection +2 (8,000 gp, +2 deflection AC), Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws), Boots of Striding and Springing (5,500 gp, 1 lb., +10-foot enhancement to base land speed, +5 competence on Jump checks), Bag of Holding (2,500 gp, 15 lbs., type 1 bag holds up to 250 pounds in 30 cubic feet of extradimensional space, currently holds coins, poison flask, map case, bedroll, tools, hooks, twine, rations, and waterskins), Potion of Cure Serious Wounds (750 gp, heals 3d8+5 hit points), 3 Potions of Cure Light Wounds from the hobgoblins (50 gp, heals 1d8+1 hit points presumably), 2 Potions of Protection from Acid (750 gp, each absorbs the next 60 points of acid damage within 50 minutes after it is drunken), Potion of Water Breathing (750 gp, allows water breathing for 10 hours), 5 Acid Flasks (5 lbs., 50 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid), Flask of Viscous Black Liquid (unknown value, 8 doses of the poison used by goblin worg riders on their arrows), Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 1/2 lb., holds acid flasks and bag of holding), Belt Pouch (1 gp, 1/8 lb., holds potions, chalk, flint, steel, and tindertwig), Map Case (1 gp, 1/2 lb., holds map), Map of Elsir Vale (unknown value, mostly the Dawn Way between Drellin's Ferry and Terrelton), Bedroll (1 sp, 1-1/4 lbs.), Wooden Holy Symbol of Olidammara (1 gp), Masterwork Thieves' Tools (100 gp, 2 lbs.), 10 Fishing Hooks (1 gp), Twine (4 cp, 20 ft. worth of cord), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 4 Trail Rations (2 gp, 1 lb.), 4 Waterskins (4 gp, 4 lbs.).
Wealth: 61 pp, 4 gp, 17 sp, 14 cp.....................Current Load: 29-3/8 lbs. (medium)
Load Without Backpack: 14-3/8 lbs. (light)
Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max
Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance: The halfling fellow here looks a little under 3 feet tall, fairly short even for a halfling, with unkempt black hair, short sideburns, a deep tan, and brown eyes. He travels somewhat light but well-armed, with a bright chainmail shirt largely concealed by a gray vest, two short staves hanging from his backpack, and a pair of small blades sheathed at his belt. A small quiver of arrows is strapped to the outer side of his left foreleg, the quiver extending almost to his hip.
The halfling's backpack does not look especially full, and only one small but wide pouch adorns the back of his belt. He wears some nice, tanned-leather gloves, well-worn black leather boots, plain brown trousers, and a dark green shirt that's only visible at the sleeves thanks to his vest and armor.
Personality: Warren struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Warren is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original halfling community.
Warren is used to cooperating with other folks, and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it, and on rare occasions might even do so without payment. Warren likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries. He's always searching for chances to advance himself.
Background: A treasure-hunter and explorer of ruins, Warren has spent the past several years wandering the land in search of riches, fame, and secret lore. Primarily motivated by greed and pride, Warren has braved dangerous caves and catacombs on his own and alongside various temporary allies. So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on dwarven and elven fighting techniques, to supplement what he learned from another halfling swordsage in his youth.
Warren grew up as part of a nomadic halfling community, so he's used to traveling around as a way of life. When a halfling warrior visited the community for a week, the young Warren took an interest in the man's stories and unusual tricks, bugging him for a few days until the older halfling, Orlane, allowed Warren to prove his worth as a student. Warren passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged halfling was accepted as an apprentice. He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself but preferring to continue pursuit of bright gold and rare treasures.
In time this lead to Orlane dismissing Warren as a student, and Warren has wandered alone for many years since. His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places. Warren desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him. For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.
Miscellaneous Notes: The party currently has two warhorses, a light and a heavy, serving as mounts and pack animals. Siobhan or Pender rides the heavy warhorse and Warren rides the light warhorse, which he has named Serrin, and shares the horse with others to rest their feet and keep the equine under control, since Warren is so small and has no experience at horsemanship. Warren keeps his backpack in Serrin's saddlebags most of the time to lighten his load.
Short sword +13 melee for 1d4+6 damage
Club +6 melee for 1d4 damage
Club +12 ranged for 1d4 damage (10 ft. increment, 50 max)
Dagger +12 melee for 1d3+5 damage
Dagger +13 ranged for 1d3+5 damage (10 ft. increment, 50 max)
Shortbow +12 ranged for 1d4+1 damage (60 ft. increment, 600 max)
Unarmed strike +11 melee for 1d2+5 nonlethal damage (provokes AoO)
Grapple attempt +6 melee touch to grab, grapple check +1 for 1d2+5 nonlethal damage and establishes a hold (provokes AoO)
Grapple check +1 for 1d2+5 nonlethal damage
Grapple check +1 to resist or escape a grapple or pin
Last edited by Arkhandus; Tuesday, 10th February, 2009 at 07:57 AM. Reason: Updated XP, current HP, ready maneuvers
Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
Games and Links
*My Rhunaria D&D setting, prestige classes, feats, etc.
*My Aurelia D&D thread on EN World, setting and rules; new and revised 3e races, classes,
variants, PrCs, feats, spells, etc. UPDATED AGAIN September 6th 2011 with more new magic items!
Sunday, 9th September, 2007, 03:07 AM #6
Novice (Lvl 1)
Siobhan Lilend: Aasimar Cleric of Kord, Medium-size humanoid; HD 5d8+10; HP: 26; Init +1; Speed 20ft; AC 24(touch 12, flat-footed 23); Attack melee + 8 warhammer(1d8+3/x3 +1d6 electricity), ranged +4 longbow(1d8/x3); AL NG; SV Fort +7, Ref +3, Will +8; Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 12
Skills and Feats: Knowledge(religion) +9, Diplomacy +9, Concentration +10, Spot +9, Sense Motive +7; Spontaneous Healer, Weapon Focus(warhammer).
Domains: Luck, Strength; 1/day reroll before being aware of the results; 1/day as free action, gain an enhancement bonus to strength equal to CL.
Turn/Rebuke undead 4 times/day; +2 to the check.
Spells/day - 5| 4 +1 | 3 +1 | 2 +1 - Prepared spells: Orisons - Light, Guidance, Detect magicx2, Create Water.; 1st level - Bless, Comprehend Laguages, Divine Favor, Magic Weapon; 2nd level - Spiritual Weapon, Restoration, lesser, Aid; 3rd level - Dispel magic, Searing Light.
Possessions: +1 Full plate(2.5), +1 Shield(1), Shocking Warhammer(2.3), Cloak of Resistance +1(1), Ring of Deflection +1, Scroll of Daylight, 50 gp.
Tall and muscular, Siobhan(pronounced Shivon) is a cleric to be reckoned with. She is normally good-natured, but has a love of fighting and drinking that originally drove her from the more staid order she grew up in. Nothing is too minor a challenge that she cannot find someway to make it into a test, and nothing is to difficult or dangerous to be attempted. Her long brown hair and bright blue eyes often make suitors flock to her, but these dalliances never last long. Her passionate nature wears thin after a while.
Siobhan was raised in a monastary dedicated to Kord, and she has spent most of her life either there or in the surrounding woods. She eventually left upon the quest of the head monk, who believed that she would improve only with the outside world as a molder.
Game's I'm playing in now
Sunday, 9th September, 2007, 07:56 AM #7
Gallant (Lvl 3)
Male Dwarf Barbarian 5
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 8 (-1)
Height: 3' 11"
Weight: 195 lb
Eyes: Dark Brown
Hair: Black; Curly; Thick Beard
Total Hit Points: 53 (+10 when raging)
Speed: 30 feet [barbarian]
Armor Class: 19 = 10 +7 [breastplate] +2 [dexterity]
When raging 17
Touch AC: 12
Flat-footed: 19 [uncanny dodge]
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +7 = 4 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +1 = 1 [base]
Attack (handheld): +9 Greataxe +1 Dmg 1d12+5 x3
When raging : +11 greataxe +1 dmg 1d12+8 x3
Attack (missile): +7 Comp Longbow Dmg 1d8+3
Grapple check: +8 = 5 [base] +3 [strength]
Light load: 86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb
Lift over head:260 lb
Lift off ground:520 lb
Push or drag:1300 lb
Languages: Common Dwarven Goblin Undercommon
Breast plate +2 [medium; +7 AC; max dex +3; check penalty -4; 30 lb.]
Appraise Int 2 = +2
Balance Dex* 5 = +2 +3
Bluff Cha -1 = -1
Climb Str* 11 = +3 +8
Concentration Con 3 = +3
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha -1 = -1
Handle Animal Cha 1 = -1 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha -1 = -1
Jump Str* 9 = +3 +4
Listen Wis 8 = +0 +8
Move Silently Dex* 2 = +2
Ride Dex 4 = +2 +2
Search Int 6 = +2 +4
Sense Motive Wis 0 = +0
Spot Wis 4 = +0 +4
Survival Wis 8 = +0 +8
Swim Str** 5 = +3 +2
Use Rope Dex 5 = +2 +3
* = check penalty for wearing armor
+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
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
This barbarian can read/write.
46 lb Armor + weapons
6 lb Arrows (quiver of 20) x2
2 lb Backpack
5 lb Bedroll
5 lb Block and tackle
2 lb Caltrops
5 lb Crowbar
5 lb Fishing net
Flint and steel
4 lb Grappling hook
2 lb Lantern (hooded)
1 lb Mug
2 lb Oil flasks x2
10 lb Pick
1 lb Pitons x2
10 lb Rope (50', hempen) x1
5 lb Rope (50', silk) x1
1 lb Sacks x1
1 lb Sealing wax
8 lb Shovel
20 lb Tent
12 lb Waterskins x3
1 lb Whetstone
5 lb Climber's kit
+1 greataxe 2320 gp
+2 breastplate 4350 gp
Longbow str +3 400 gp
Pony carries everything.
More about Gurguannin:
Gurguannin is the younger son of a clan chieftain. The clan was an outpost of the great dwarven empire, who stubbornly refused to give way after the empire collapsed. They live deep within the mountains at the edge of the underdark. Their live is hard and filled with danger, and slowly the clan is diminishing. Gurguannin was sent out to seek help or allies.
*Doghead* "You're an idiot, Dr Z."
Monday, 10th September, 2007, 08:54 AM #8
Gallant (Lvl 3)
Female Human Rogue 5
Init +4; Senses Listen +8, Spot +8
Languages Common, Elven, Goblin
AC 17, Touch 14, Flat-footed 13; Uncanny Dodge, Trap Sense +1
(+4 Dex, +3 Armor)
HP 30 (5HD)
Fort +3 Ref +8 Will +1; Evasion, Trap Sense +1
Melee Rapier +8 (1d6+1, 18-20), or
Ranged Shortbow +7 (1d6, x3, 75ft)
Base Atk +3; Grapple +4
Atk Options Combat Expertise, Sneak Attack +3d6
Special Actions Improved Feint
Abilities Str 12 Dex 19 Con 14 Int 14 Wis 10 Cha 12
Feats Combat Expertise, Improved Feint, Weapon Finesse
Skills Balance +14, Bluff +9, Climb +9, Diplomacy +3, Disable Device +10, Gather Information +9, Hide +12, Intimidate +3, Jump +14, Listen +8, Move Silently +12, Open Lock +12, Search +10, Spot +8, Tumble +14
Possessions Masterwork studded leather armor, masterwork rapier, composite shortbow with 20 arrows, thieves' tools, belt of ultimate athleticism, boots of agile leaping, gloves of dexterity +2; generic adventuring goods (packback, bedrolls, rope, etc)
Belt of Ultimate Athleticism
Caster Level 9th
Aura Moderat; (DC 19) Transmutation
Activation Swift (command)
When activated, can Take 10 on Balance, Climb, Jump, Swim and Tumble for 1 round even under stressful situations.
Once per day can be activated to treat the next Balance, Climb, Jump, Swim or Tumble check as if rolled a 20.
Boots of Agile Leaping
Caster Level 3rd
Aura Faint; (DC 16) Transmutation
Use Dexterity instead of Strength on Jump checks.
Stand from prone as a Swift action without provoking attacks of opportunity if have 5 ranks of Balance.
Denna is the daughter of a locksmith, and a tomboy at heart. In fact, her best childhood friend didn't realize that Denna was different from him untill puberty hit them. The boy was fascinated by stories of dashing swordsmen and as they grew up he kindled the same interest in Denna. At some point their friendship turned to more.
Some time ago her childhood sweetheart set out to find adventure. Denna is very worried as she has not heard a word of him since, and now is setting out to adventure in the hopes of hearing news of his lost love.
Denna is a lithe human woman with shoulder-length blonde hair and greyish blue eyes.
Balance 8 Ranks, +2 Synergy from Tumble, +4 Dex
Bluff 8 Ranks, +1 Cha
Climb 8 Ranks, +1 Str
Diplomacy +2 Synergy from Bluff, +1 Cha
Disable Device 8 Ranks, +2 Int
Gather Information 8 Ranks, +1 Cha
Hide 8 Ranks, +4 Dex
Intimidate +2 Synergy from Bluff, +1 Cha
Jump 8 Ranks, +2 Synergy from Tumble, +4 Dex (Boots of Agile Leaping)
Listen 8 Ranks
Move Silently 8 Ranks, +4 Dex
Open Lock 8 Ranks, +4 Dex
Search 8 Ranks, +2 Int
Spot 8 Ranks
Tumble 8 Ranks, +2 Synergy from Jump, +4 Dex
Gloves of Dexterity +2, 4,000gp
Belt of Ultimate Athleticism, 3,600gp
Boots of Agile Leaping, 600gp
Masterwork rapier, 320gp
Masterwork studded leather armor, 175gp
Thieves' tools, 75gp
Backpack, bedroll, hemp rope, sunrods, etc, roughly 100gp
Thursday, 4th October, 2007, 03:21 PM #9
Acolyte (Lvl 2)
Coin of the Realm
Holy Symbol of the Wyrmcult
Heavy War Horse, military saddle, saddlebags
Light War Horse, military saddle, saddlebags
Leather Barding (large)
Two dozen huge(giant) teeth on a string
8 acid globes
Ruby set bracelet of a lion
11 small gemstones
MW Greatsword, small
Drellin's Ferry (1/day turns into a boat for 3 hours, 8 person capacity)
Scroll of Mount
2 Elilxers of Truth
2x Potion of Cure Light Wounds
5x potion of Cure Moderate Wounds
Potion of Cure Serious Wounds
Potion of Mirror Image
Last edited by Redclaw; Tuesday, 10th February, 2009 at 12:32 PM.
Wednesday, 7th November, 2007, 08:21 AM #10
Gallant (Lvl 3)
Female Aasimar Cleric of Kord 7
NG Medium Humanoid (human)
Init +1; Senses Listen +5, Spot +5
Languages Common, Celestial, Draconic, Goblin
AC 21, Touch 12, Flat-footed 20
(+6 Armor, +3 Shield, +1 Dex, +1 Deflection)
HP 49 (7HD); Healing Devotion
Fort +8 Ref +4 Will +9
Speed 20ft (base speed 30ft)
Melee Warhammer +11 (1d8+5/x3), or
Ranged Composite longbow +7 (1d8+5 plus 2d6 holy/x3, 110ft), or
Ranged Light crossbow +6 (1d8/19-20, 80ft)
Base Atk +5; Grapple +9
Atk Options Smite 1/day (+1 atk, +7 damage)
Special Actions Feat of Strength 1/day (+7), Healing Devotion 3/day, Touch of Healing, Turn Undead 2/day (7th, +1, 2d6+8)
Combat Gear 2x Oil of Bless Weapon, Scroll of Bless Weapon, Wand of Cure Light Wounds (39 charges), Wand of Lesser Vigor (50 charges)
Cleric Spells Prepared (CL 7, +1 for Conjuration (Healing) spells)
4th (1) - Mass Shield of Faith
3rd (3) - Prayer, Cure Serious Wounds (CL 8), Mass Lesser Vigor (CL 8)
2nd (4) - Cure Moderate Wounds (2) (CL 8), Hold Person (DC 15), Lesser Restoration (CL 8)
1st (5) - Bless, Cure Light Wounds (2) (CL 8), Divine Favor, Lesser Vigor (CL 8)
0th (5) - Create Water, Cure Minor Wounds (2) (CL 7), Guidance, Light
Domains Metal, Strength
Domain Spells 4th - Rusting Grasp, Spell Immunity; 3rd - Keen Edge, Magic Vestment; 2nd - Bull's Strength, Heat Metal; 1st - Enlarge Person, Magic Weapon
Abilities Str 16/18 (+3/+4) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 17 (+3) Cha 12 (+1)
Feats Healing Devotion, Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (warhammer) (b), Touch of Healing, Weapon Focus (warhammer) (b)
Skills ACP -3; Concentration +12(10), Diplomacy +11(10), Heal +13(10), Knowledge (Arcana) +2(1), Knowledge (Religion) +10(9), Listen +5(0), Sense Motive +7(4cc), Speak Language -(1cc), Spot +5(0)
Possessions Combat gear, plus +1 Breastplate, +1 Heavy Steel Shield, +1 Warhammer, +1 holy composite [+4] longbow, Light Crossbow, Gauntlets of Strength +2, Cloak of Resistance +1, Ring of Protection +1, Efficient Quiver
Feat of Strength (Su) Once per day, Siobhan can add a +7 enhancement bonus to her Strength for 1 round as a free action.
Healing Devotion (Sp) As an immediate action or automatically when she is brought to 0 or less hit points, Shiobhan can gain Fast Healing 2 for 1 minute. Alternatively, she can grant Fast Healing 2 to a creature touched as a full-round action. The ability is usable three times a day, caster level 7.
Smite (Su) Once per day, Shiobhan can use a melee attack to smite an opponent, gaining +1 to the attack roll and +7 to the damage roll.
Touch of Healing (Su) When she has a Conjuration (Healing) spell of at least 2nd level prepared, Shiobhan can heal 3 x the level of the highest-level such spell she currently has available with a touch as a standard action, though this cannot bring the creature above one-half its maximum hit points.
Starting Equipment Costs
Last edited by Dalamar; Tuesday, 1st April, 2008 at 06:51 AM.