S@squ@tch's Against the Giants - Team Gold

Herobizkit

Adventurer
Jeriko ir'Tharashk

Male Half-Orc Duskblade 8
Alignment: N
Height: 6' 3"
Weight: 215 lbs.
Hair: Black
Eyes: Brown
Skin: Dark Brown
Age: 34
XP: 8th Level
AP: 8

Str: 18 (+4) [8 points] (+2 Racial, +1 4th level)
Dex: 14 [12] (+2) [4 points] (+2 gloves of dexterity)
Con: 14 (+2) [6 points]
Int: 15 (+2) [10 points] (-2 Racial, +1 8th level)
Wis: 10 (0) [2 points]
Cha: 8 (-1) [2 points] (-2 Racial)[sblock=Abilities]Racial Abilities: Darkvision 60', Orc Blood

Class Abilities:
Arcane Attunement (Sp): dancing lights, detect magic, flare, ghost sound, read magic combined 5x per day.
Armored Mage (Ex): can cast in medium armor and heavy shield with no chance of spell failure.
Combat Casting: +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Arcane Channeling (Su): cast touch spells as standard action (casting time must be 1 standard action or less) and deliver through melee attack. Does not provoke AoO. Resolve weapon damage first, then effect of spell.
Quick Cast: can cast one spell each day as a swift action (casting time must be 1 standard action or less).
Spell Power (Ex): injuring an opponent with a melee attack gives caster a +2 bonus to overcome opponent's SR[/sblock][sblock=Spells]Spells Per Day: 6/8/7

Duskblade Spells Known (CL8): [Melee touch attack +12; Ranged touch attack +9]
2nd (7/day) - dimension hop [Mel Touch, teleport 20', Wil DC 14], ghoul touch [Mel Touch, For DC 14, paralyze + stench], scorching ray [Rng Touch, 2 rays, 4d6 fire], swift invisibility
1st (8/day) - ray of enfeeblement [Rng Touch, 1d6+4 Str], resist energy [DR 10 energy, 80 min dur], shocking grasp [Mel Touch, 5d6 damage], swift expeditious retreat [+30 move, 8 min dur], true strike
0 (6/day) - acid splash [Rng Touch, 1d3 acid], disrupt undead [Rng Touch, 1d6 to undead] , ray of frost [Rng Touch, 1d3 cold], touch of fatigue [Mel Touch, For DC 12 or target fatigued (no run/charge, -2 Str/Dex), 8 rnd dur][/sblock][sblock=Combat Stats]Hit Dice: 8d8+16 = (6+6+6+6+6+6+6+6)+16
HP: 64
AC: 17 (10+5 [mithral shirt +1]+2 [Dex])
Init: +2 (+2 Dex)
Speed: 30 ft

Saves:
For: 9 [+6 base, +2 Con, +1 cloak]
Ref: 5 [+2 base, +2 Dex, +1 cloak]
Wil: 7 [+6 base, +0 Wis, +1 cloak]

BAB/Grapple: +8/+3, Grapple +12
Melee Atk: +14 [glaive +1; 1d10+7/x3] or +13 [mw falchion; 2d4+6/18-20 x2]
Range Atk: +11 [mw c. longbow 1d8+4/x3]
Full Atk: +14/+9 [glaive], +13/+8 [falchion], +11/+6 [c. longbow][/sblock][sblock=Skills and Feats]Skills:
Craft (metalworking): 10 = 8 + 2
Craft (stonemason): 11 = 9 + 2
Craft (woodworking): 11 = 9 + 2
Knowledge (arch/engi): 11 = 9 + 2
Knowledge (geography): 11 = 9 + 2

Feats:
1st: Power Attack
3rd: Weapon Focus (glaive)
6th: Short Haft [PHB II]

Languages: Common, Orc, Draconic, Goblin[/sblock][sblock=Equipment]mithral shirt +1 (2100) [10 lbs.]
masterwork longbow, composite (+4 Str) (800) [3 lbs.]
+1 glaive, spell storing (8308) [10 lbs.]
handy haversack (2000) [5 lbs.]
gloves of dexterity +2 (4000)
cloak of resistance +1 (1000)
necklace of fireballs type VI (8100)
masterwork falchion (375) [8 lbs.]
arrows, 40 (2) [6 lbs.]
bedroll (1 sp) [5 lbs., in haversack]
blanket, winter (5 sp) [3 lbs., in haversack]
crowbar (2) [5 lbs., in haversack]
manacles (15) [2 lbs., in haversack]
manacles, small (15) [2 lbs., in haversack]
rope, silk 50' (10) [5 lbs., in haversack]
tent (10) [20 lbs., in haversack]
rations, trail (2 weeks) (7) [14 lbs., in haversack]

Encumbrance: 42 equipped (incl 5 for haversack), 56 in haversack

Money: 255 gp 4 sp[/sblock][sblock=Portrait]
Git.jpg

[/sblock][sblock=Background]Jeriko was born and raised in the Shadow Marches, which was typical of half-orcs in Khorvaire. His race's propensity for strength meant that Jeriko would spend his youth doing hard labour. He bore no Dragonmark, and thus was dismissed as "just another grunt" in the daily workings of House Tharashk.

As he matured, Jeriko found that he actually enjoyed working with his hands. During the rare moments that he was not hauling, dragging, or pushing something, he spent his time studying architecture of the various races, secretly dreaming of a day when he might build his own home far away from the drudgery of the House.

Visitors from all walks of life came to House Tharashk in hopes of questing for dragonshards, or hiring skilled trackers to help find their lost items, and sometimes, lost people. Jeriko possessed no tracking skills, and no one seemed interested in training him. No, he was far too valuable as a laborer to spend additional resources on formal training. Jeriko was a patient man, and so he continued to dream as a means of escape from the drudgery of daily life.

During the construction of a new wing, an accident caused a stone wall to collapse, burying several potential clients who were visiting the grounds. Jeriko was quick on the scene and managed to free one of the victims, a half-elven warrior. In gratitude, the half-elf offered Jeriko a job as a bodyguard. Jeriko explained that he had no weapon training; the half-elf assured him that training would be provided, and then some. Jeriko cleared the new position with the House, and after some convincing (and coin), Jeriko was permitted to leave as a representative of the House.

The half-elf trained Jeriko personally in the warrior arts. Once Jeriko proved himself competent, he was then shown a rare technique which, the half-elf explained, was normally reserved for elves and their ilk. The half-elf had no love for his elven heritage or traditions, favoring instead the opportunistic nature of his human blood. The half-elf felt that, as a half-breed, Jeriko should be given the same opportunities as himself. Jeriko was shown how to combine the warrior arts and the study of the arcane, becoming a Duskblade by trade.[/sblock][sblock=Personality]Jeriko shares many similar personality traits as his orc heritage - gruff, terse, and a bit temperamental. This is not because he is simple - quite the opposite, in fact. Jeriko feels that no effort should be wasted (as he feels that his youth was largely wasted on menial tasks) and has little patience for people who squander his time and energy. He is not reckless; he will take the time to plan a proper strategy before acting on an endeavor. His specialty in polearm fighting stems from the thought that keeping an enemy at length is a good way to stay alive; make the enemy come to yourself, where you dictate the terms of the combat. Despite his harsh past, he still has a passion for construction and still longs to create his dream home - or castle.[/sblock]
 
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s@squ@tch

First Post
Virashil

elf1.jpg
Code:
[B]Name:[/B] Virashil N'al Sil
[B]Class:[/B] Sorcerer 5 / Dragonheart Mage 3
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] NG

[B]Deity:[/B] None

[B]Str:[/B] 10 -- (2p.)	[B]Level:[/B] 8	[B]XP[/B]: 28000
[B]Dex:[/B] 18 +4 (6p.)	[B]BAB:[/B] +4	[B]HP:[/B] 38 (5d4+3d6+8)
[B]Con:[/B] 12 +1 (6p.)	[B]Grapple:[/B] +4
[B]Int:[/B] 14 +2 (6p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] +2 Cha
[B]Wis:[/B] 10 -- (2p.)	[B]Init:[/B] +4	[B]Spell Save:[/B]  
[B]Cha:[/B] 20 +5 (10p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+4	+0	+0	+1	15
[B]Touch:[/B]	15	[B]Flatfooted:[/B] 11

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+5	+4	+1	--
[B]Ref:[/B]	+6	+2	+4	--
[B]Will:[/B]	+7	+7	+0	--
[B]Notes:[/B] Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 

[B]Weapon			Attack	Damage	Critical	Range[/B]
MW Longsword            +5	1d8	19-20/x2 	------
MW Longbow  		+9	1d8	20/x3      	100 ft
Dagger    		+4/+8	1d4	19-20/x2 	10 ft
[B]Notes:[/B]

[B]Languages:[/B] Common, Elven, Draconic, Giant

[B]Abilities:[/B] Dark Vision (60'), Low Light Vision (2x normal range), Blindsense 20', +4 to all saves vs Sleep, Paralysis, and Cold Effects

[B]Feats: [/B] 
1st: Draconic Heritage (Silver)
1st: (Bonus) Summon Familiar (Not used yet)
3rd: Silver Dragon Lineage
6th: Combat Casting
6th: (Bonus)Draconic Breath
7th: (Bonus)Draconic Senses

[B]Spells Per Day[/B] (CL=7, Save DC 15 + spell level): 

0th - 6
1st - 8
2nd - 7
3rd - 5


[B]Spells Known:[/B]
	0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic;	
        1st - (5) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement, Shield
        2nd - (3) Mirror Image, Invisibility, Scorching Ray
        3rd - (2) Ice Burst, Slow 


[B]Skill Points:[/B] 44	[B]Max Ranks:[/B] 11/5.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+2	0	+2	--
Balance   	+3	0	+4	--
[u]Bluff[/u]       	+4	3	+5	--
Climb      	+0	0	+0	--
[u]Concentration[/u]  	+12	11	+1	+4 (Casting Defensive)
Diplomacy	+5	0	+5	--
[u]Disguise[/u]   	+10	5	+5	--
Escape Artist	+4	0	+4	--
Forgery   	+0	0	--	--
[U]Gather Info[/U]     +5	0	+5	--
Heal        	+2	0	--	+2
Hide        	+4	0	+4	--
Intimidate	+5	0	+5	--
Jump       	+0	0	--	--
[u]Know: (Arcana)[/u]  +12	10	+2	--
[U]Know: (Planes)[/U]  +3	1	+2	--
[U]Listen [/U]     	+6	0	--	+6
Move Silently	+4	0	+4	--
Perform   	+0	0	--	--
[U]Search[/U]    	+6	0	--	+6
Sense Motive	+0	0	--	--
Sleight of Hand +4	0	+4	--
[U]Speak Language[/U]	+1	1	--	--
[u]Spellcraft [/u]  	+9	5	+2	+2
[U]Spot[/U]       	+14	8	--	+6 
Swim       	+2	0	--	--
Use Magic Device+5      0	+5	--
Use Rope 	+4	0	+4	--

[B]Notes:[/B] +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.  Disguise is a class skill from Draconic Heritage (Silver)

[B]Equipment:		Cost	Weight[/B]
MW Longsword            315gp	4lb
MW Longbow  		375gp	3lb
w/60 arrows		3gp	8lb
Dagger    		2gp	1lb

Traveler's Outfit	1gp	5lb
[I]Empowered Spellshard -[/I]
 [I]Ray of Enfeeblement[/I]	1500gp	lb
[I]Arcanist's Gloves of Dexterity +2 [/I]
                     	4500gp	--lb
[I]Cloak of Charisma +2[/I]	4000gp	2lb
[I]Healing Belt          [/I] 	750gp	1lb
[I]Ring of Protection +1[/I]	2000gp	--lb
[I]Boots of the Winterlands[/I]	
                        2500gp	--lb

[I]Handy Haversack[/I] 	2000gp	5lb
[U]All items below in the haversack:[/U]
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb

[U]Potions:[/U]
Cure Moderate Wounds X2	600gp	--lb

[u]Scrolls[/u]
Scroll of Web   x2                  	300gp	--lb
Scroll of Glitterdust              	150gp	--lb
Scroll of Stoneskin              	950gp	--lb

[u]Wands[/u]
Wand of Invisibility 13 charges     	1375gp	--lb
Wand of Mage Armor 10 charges     	175gp	--lb
Wand of Lightning Bolt CL6 10 charges  	2700gp	--lb
Wand of Magic Missle CL7 24 charges    	2520gp	--lb
Eternal Wand of Enlarge Person      	820gp	--lb




[B]Total Weight:[/B]29lb	[B]Money:[/B] 50gp 4sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	38	76	115	230	575

[B]Age:[/B] 107
[B]Height:[/B] 4'10"
[B]Weight:[/B] 75 lbs
[B]Eyes:[/B] Silvery Violet
[B]Hair:[/B] Silver
[B]Skin:[/B] Tan


Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

Personality: Her draconic ancenstry has influenced her personality -- combined with her elven roots, she takes a long term view on most actions. Normally good-natured, she enjoys conversation
 
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Rathan

First Post
[sblock=Tinus Gorbin Warlock 8]
Name: Tinus Gorbin
Race: Human
Class: Warlock 8
Alignment: CN
XP: 28,000
XP^: 36,000

Str: 12 (+1) [4 Points]
Dex: 16 (+3) (+2 Level) [6 Points]
Con: 12 (+1) [4Points]
Int: 12 (+1) [4 Points]
Wis: 12 (+1) [4Points]
Cha: 16 (+3) [10 Points]

HP: 45 / 45
AC: 20 [10 Base, +3 Dex, +6 Armor, +1 Deflection] (Flat Footed: 17, Touch: 14)
BAB: +6/+1
Initiative: +7

Saves:
Fort: +4 [+2 Base, +1 Con, +1 Enhancement]
Refl: +6 [+2 Base, +3 Dex, +1 Enhancement]
Will: +8 [+6 Base, +1 Wis, +1 Enhancement]

Attacks:
Warlocks Scepter(+1 Light Mace): +8/+3 1d6+1 dmg [20x2 Crit]
Basic Ranged Attack: +9/+4
Eldritch Blast: +10 (+11 within 30 ft.) for 5d6 dmg [20x2 Crit]

Specials:

Warlock: Eldritch Blast, Invocations (Eldritch Spear, Frightful Blast [DC 15 Will save or become shaken], Devil's Sight, Fell Flight, Walk Unseen), DR 2/Cold Iron, Detect Magic (at-will), Deceive Item, Fiendish Resilience 1
Languages: Common, Giant
Speed: 30

Feats:
1st: Point Blank Shot
1st: Precise Shot
3rd: Improved Initiative
6th: Empower Spell-Like Ability (3/day)

Skills: (33 Class, 11 Human)
Concentration +12 [11 Ranks, +1 Con]
Knowledge (Acrana) +12 [11 Ranks, +1 Int]
SpellCraft +12 [11 Ranks, +1 Int]
Use Magic Device +14 [11 Ranks, +3 Cha]

Regular Equipment: (Total Spent in GP: 36)
Backpack (* = In backpack)
Bedroll*
Scroll Case*
Flint and Steel*
Belt Pouch x5
Waterskin x2*
10 Days Trial Rations*
10 Sunrods*

Magical Equipment: (159 gp Remaining)
Chasuble of Fell Power (+1d6 to Eldritch Blast) [8,000 gp; pg 85 MIC]
Warlocks Scepter (5 Charges/day) [8,305 gp; pg 63 MIC]
Gloves of Eldritch Admixture (3 Charges/day) [2,500 gp; pg 105 MIC]
+2 Chain Shirt [4,250 gp]
Cloak of Resistance +1 [1,000 gp]
Ring of Protection +1 [2,000 gp]
Wand of Cure Light Wounds [750 gp]
[/sblock]

[sblock=Appearance]
Tinus is an eccentric looking human male standing about five foot nine and weighing about one hundred and ten pounds. His dark black hair is mussed at best and usually deadlocked with a little bit of wax applied ritually each morning. What makes his warlock heritage more than noticeable however are the glowing arcane way-line tattoo that cover his body. His mentor also had these markings and it is said that the power of the warlock profession is channeled through these glowing, living, way-lines making them much more powerful than normal.[/sblock]

[sblock=Recent Character History]
Tinus as of recently has been traveling with a couple of allies he's come to respect for their respective prowess in their area of skills ans talents. First was a woman of strong will and strong magical links, much like Tinus himself. Her name is Virashil and Tinus met her first in the city of Stormreach on the island of Xen'drik. Watching the way she handled the regulars in a local tavern was all Tinus needed to see to know she would take him places he needed to go to further is own arcane trade. Her hired muscle however was a story of a different color. A large brute of a half-orc named Jeriko with his own 'kick' of magical flare as well. Together the elven beauty and her muscle were a well molded team, but with the addition of Tinus the trio made a more than effective party. The three traveled on missions of paid venture and quests of furthering information for well over two years and every day the three learned to work with each other more fluently to say the least. Indeed the three were a force to be reckoned with, however two days ago the three met their biggest and most challenging task as of yet and after a long fought battle the three conceded to capture rather than death in a situation there saw no way out of alive.[/sblock]
 

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Vertexx69

First Post
King Grommet (the mad)[sblock=DM Only]
Code:
[B]Name:[/B] King Grommet (the Mad)
[B]Class:[/B] Crusader/ Cleric/ Ruby Knight Vindicator
[B]Race:[/B] ?
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Domains:[/B] War, Strength
[B]Initiator Level:[/B] 5/1/2

[B]Str:[/B] 18 +4 (16, +2 lvl)                      [B]Level:[/B] 8             [B]XP:[/B] 33,000
[B]Dex:[/B] 10 +0 (10)                              [B]BAB:[/B] +7/2          [B]HP:[/B] 77 (10+3d8+4d10+32)
[B]Con:[/B] 18 +4 (16, +2 Raical, +2 Enh)    [B] Grapple:[/B] +25      [B]Dmg Red:[/B] -/-
[B]Int:[/B] 08 -1 (8)                                 [B]Speed:[/B] 20'          [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (12)                              [B]Init:[/B] -                [B]Spell Save:[/B] -
[B]Cha:[/B] 14 +2 (16, -2 Racial)                [B]ACP:[/B] - 20           [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +11    +5    +0     +0    +0    +X    26(30)
[B]Touch:[/B] 10(14)          [B]Flatfooted:[/B] 26(30)

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +4    +3    +11(13)
[B]Ref:[/B]                       1    +0    +3    +2(4)
[B]Will:[/B]                      6    +1    +5    +10(12)

[B]Weapon                  Attack   Damage     Critical[/B]
Geared Chain                     +13    2d4+7     X2
Spiked Gauntlet                  +11   1d4+4     X2

[B]Languages:[/B] Common, Dwarven, Giant

[B]Abilities:[/B]
Steely Resolve 10: (Delay up to 10 dmg taken until end of next turn)
Furious Counterstrike: (Gain +2 to hit/dmg while he has 10 dmg delayed)
Imdomitable Soul: (+2 to will saves)
Zealous Surge: (1/day reroll any save, must take new roll)
Divine Recovery: (Use turn/rebuke attempt to recover 1 spent manuever as swift action)
Turn Undead: (5/day)
Spells: (4/3+1)
Manuevers (9)
Stances (3)

[B]Spells:[/B]
0: Create Water X2, Purify F/DX2
1: Foundation of Stone, Lesser Vigor, Protection from Evil + Enlarge Person

[B]Manuevers Known:[/B]
Crusader's Strike
Vangaurd Strike
Stone Bones
Douse the Flames
Shield Block
Shadow Jaunt
Battle Leader's Charge
Revitalizing Strike
Divine Surge

[B]Manuevers Readied: 5(3)[/B] I'll roll 1d5 X3 on IC to pick granted manuevers at start of combat, then 1d2 High/low for 2nd round, and get the last on the 3rd before resetting with a fresh 3 from the list on the 4th round.
1 Divine Surge
2 Stone Bones
3 Revitalizing Strike
4 Shadow Jaunt
5 Shield Block

[B]Stances Known:[/B] (
Martial Spirit
Stonefoot Stance
Assasin's Stance (Default)

[B]Flaws:[/B]
Shaky

[B]Feats:[/B] 
- Weapon Proficiency - Spiked Chain (Bonus: Domain)
- Weapon Focus - Spiked Chain (Bonus: Domain)
- Extra Granted Manuever (Bonus: Flaw)
1 Power Attack
3 Martial Study (Shadow Jaunt)
6 Cleave


[B]Skill Points:[/B] 33       [B]Max Ranks:[/B] 11/7
[B]Skills                   Ranks   Mod  Misc  Total[/B]
Knowledge Religion         8     -1   +12    +30
Knowledge Planes           5(10) -1
Intimidate                 5     +2   +9     +20
Hide                       4(8)  +0   +2     +6

[B]Equipment:               Cost  Weight[/B]
+1 Blueshine Mehcanus Gear 6,150g  50lb
-  Restful Crystal           500g   -
+1 Spiked Chain            2,325g  10lb
- Least Crystal of Return    300g   -
+1 Animated Tower Shield   9,180g  45lb
Heartseeking Amulet        3,000g   -
+2 Vest of Health          4,000g   1lb
+1 Cloak of Resistance     1,000g   1lb
Watch Lamp                   500g

46g

[B]Total Weight:[/B]lb 

                           [B]Lgt   Med     Hvy     Lift     Push[/B]
[B]Max Weight:[/B]             100    200    300    600    1,500

[B]Age:[/B] 35
[B]Height:[/B] 4'6"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] green/black
[B]Hair:[/B] red
[B]Skin:[/B] pale
[/sblock][sblock=Appearance:]This strange being seems to have walked into
the world out of a dream. Is he alive under all that armor or
some strange precursor to the current incarnation of the warforged?
Covered in jerkily moving cogs and gears, the animated if metallic
voice that comes from within reminds everyone of speaking inside a
metal hallway. The combat chain he weilds is hung with sharpened bits
of broken cogs and gear-teeth, as is the tower shield that floats
before him. A large half facegaurd jutts up from his chestplate
to cover the lower portion of the goggled helmet that peeks
from behind it. Is there anything but more gears under all those wheels,
or is it the blood of a living creature that pumps those metallic limbs?[/sblock][sblock=Personality:]To say "a bit uneven", or "a raving lune" is putting
it mildly when referring to the self proclaim king of something or other.
But for all his ticks and ill-timed outbursts of maniacal laughter, King
Grommet has a good heart beating deep inside that steel chestplate.
His extensive planar travels must have left him unhinged, or perhaps it
was the fact that he was unfinged that lead him across the seams of reality,
because why would any sane being want to go galavanting through the
untold terrors that other planes can hold? While the mad tin can seems to
be completely off his rocker most of the time, he is reliable in a fight
and not afraid to absorb a hit for a companion if that is whats needed.
And the universe loves nothing more than a kindly fool.[/sblock][sblock=Background]So there was Grommet with his friend Widget the animated
tower shield, just minding their own business on the bendy-melty plain,
which is very pretty and drippy and flashy if they did say so. Walking
and floating and even rolling sometimes along when Grommet heres a sound like
metal rain but more all at the same time from behind this cloud of rocks.
So Grommet hasn't heard this type of rain before and wanted to see if it
was raining cooking pots or sommething like that. But then there was all this
roaring and screaming and gurgling sounds, so Grommet runs up to see
what made the sounds. He comes around the cloud of rocks to find a squad of
Metal men just chopping and hacking apart a small bunch of traders passing
through the bendy-melty plain like a short cut. Too bad they got found by these
gear-tickin baddies, and got killed in a very orderly type manner.

So Grommet runs over to help the merchants not get killed, by swinging his
chain very hard into the head type areas of the clockmen. And boy let Grommet
tell you they didn't like that one bit. Can you believe they tried to hack up
grommet too when he interupted their little "order cleansing". The metal guys
kept spouting things like "order must be restored" and "death to the chaotics"
but Grommet didn't know what they meant. So the biggest metal man comes up
to Grommet swinging a big hammer, but he's way too slow. Then the big
clockman takes Grommet's chain right to the face and falls over onto some
spikey metal rocks that had grown out of the ground behind him when he wasn't
looking and screamed in a very non-robot way before he stopped kicking. The
front of his head had been torn open by the hit, and wow was Grommet surprised
when he looked inside to see it was a flesh man inside a clockman suit instead
of just more gears and stuff.

Even though all the merchants were killed too, Grommet was proud to be able to
stop the clockmen from doing that to any other regular type folk in his
favorite place to wander. Grommet pulled the dead flesh man out of the
clockman suit and found that he quite like the look of it, now that it wasn't
trying to kill him. So he cleaned out grimey insides while the landscape
quietly and not so quietly churned and changed constantly. This puddle of
mercury floated by as Grommet finished putting on the armor so he could see
himself in his new trophy. He said to nobody in particular, "Wow Grommet looks
good." And a little set of arms popped a crown-type gear over the top of his
head and played playing little tune with a tin horn hidden somewhere in the suit,
before folding the gear back into the collar. This pleased Grommet to no end and
he spent the next several hours until hestarted refering to himself as King
Grommet. The rip the clockmen had come out of looked very strange on the other
side, all wheels and gears and swinging pendulums, but then it changed to an
all black place and then an all white place. When it changed to a place with trees
and plants and sunshine Grommet felt he was ready to share with people the
news about his title and what their new king expected of them.[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
[sblock=Dregon Deepcutter]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 8
Experience: 28,000
Alignment: Chaotic Good
Languages: Common and Dwarven
Deity: ???[/sblock]
[sblock=Abilities]
STR: 20 +5 (10pts) +2 levels, +2 item
DEX: 12 +1 (04pts)
CON: 16 +3 (06ts) +2 item
INT: 12 +1 (04pts)
WIS: 11 +0 (03pts)
CHA: 13 +1 (05pts)[/sblock]
[sblock=Combat]
HP: 89 = [8d10 + 24] + 3 (feat)
AC: 24 = 10 + 9 (armor) + 4 (shield & feat) + 1 (DEX)
AC Touch: 15 = 10 + 1 (DEX) + 4 (shield & feat)
AC Flatfooted: 23 = 10 + 9 (armor) + 4 (shield & feat)
INIT: +1 = +1 (DEX)
BAB: +8/+3 = +8/+3 (FIGHTER)
Grapple: +13 = +8 (BAB) + 5 (STR)
Fort: +10 = +6 (base) + 3 (stat) + 1 (item)
Reflex: +4 = +2 (base) + 1 (stat) + 1 (item)
Will: +3 = +2 (base) + 0 (stat) + 1 (item)
Speed: 20'
Damage Reduction: N/A
Spell Resistance: N/A[/sblock]
[sblock=Weapon Stats]
Shatterspike(melee): +15 = +8 (BAB) + 5 (STR) + 1 (feat) + 1 (item) / DMG = 1d8+8(S), CRIT 17-20x2
Shatterspike(sunder): +19 = +8 (BAB) + 5 (STR) + 1 (feat) + 5 (item) / DMG = 1d8+9
Dagger(melee): +14 = +8 (BAB) + 5 (STR) + 1 (item) / DMG = 1d4+5(P or S), CRIT 19-20x2
Dagger(range): +10 = +8 (BAB) + 1 (DEX) + 1 (item) / DMG = 1d4+5(P or S), CRIT 19-20x2
Warhammer(melee): +14 = +8 (BAB) + 5 (STR) + 1 (item) / DMG = 1d8+6(B), CRIT x3[/sblock]
[sblock=Racial Traits]
* Medium - (no bonuses or penalties based on size)
* Normal speed - Base speed is 30 feet
* Bonus feat - chose Toughness
* Skilled - +4 skill points at 1st level, and +1 skill point whenever a level is gained
* Languages - Common [/sblock]
[sblock=Class Features]
* Bonus Feats - added at 1st level and every even level thereafter, may only chose "fighter feats" [/sblock]
[sblock=Feats]
Prof. with all simple weapons (fighter)
Prof. with all martial weapons (fighter)
Prof. with light, medium, and heavy armor (fighter)
Prof. with all shields, including tower shields(fighter)
Toughness (human bonus)
Shield Specialization (lvl1) - PHB2 pg.82
Weapon Focus-longsword (fighter lvl1)
Power Attack (fighter lvl2)
Shield Ward (lvl3) - PHB2 pg.82
Weapon Specialization (fighter lvl4)
Improved Sunder (lvl6)
Lunging Strike (fighter lvl6) - PHB2 pg.80
Improved Critical:longsword (fighter lvl8)
[/sblock]
[sblock=Skills]
Skill Points: 48
Skill points/level: 4 = 2 (fighter) + 1 (INT) + 1 (human)
Bonuses: x4 at 1st lvl; + 4 human bonus at 1st lvl
Max Ranks: 11/5.5 ACP: -6
Code:
Skills                   Ranks Mod  Misc ACP  Total
Appraise[Int]             0    +1              +1 
Balance[Dex]              0    +1        -6    -5
Bluff[Cha]                0    +1              +1
[COLOR=yellow]Climb[Str][/COLOR]                6    +5        -6    +5
Concentration[Con]        0    +3              +3
[COLOR=yellow]Craft(sculpting)[Int][/COLOR]     5    +1              +6
Decipher Script[Int]      0    +1              na
Diplomacy[Cha]            0    +1              +1            
Disguise[Cha]             0    +1              +1           
Escape Artist[Dex]        0    +1        -6    -5
Forgery[Int]              0    +1              +1
Gather Information[Cha]   0    +1              +1
[COLOR=yellow]Handle Animal[Cha][/COLOR]        0    +1              na
Heal[Wis]                 0    +0              +0
Hide[Dex]                 0    +1        -6    -5                               
[COLOR=yellow]Intimidate[Cha][/COLOR]           4    +1              +5                            
[COLOR=yellow]Jump[Str][/COLOR]                 6    +5        -6    +5
Knowledge(Architecture    3    +1              +4 
and engineering)
Knowledge(Dungeoneering)  3    +1              +4  
Knowledge(Geography)      0    +1              na
Knowledge(History)        0    +1              na
Knowledge(Arcana)         0    +1              na
Knowledge(The Planes)     0    +1              na
Knowledge(Religion)       0    +1              na
Knowledge(Local)          0    +1              na
Knowledge(Nobility        0    +1              na
and Royalty)
Listen[Wis]               0    +0              +0
Move Silently[Dex]        0    +1        -6    -5
Open Locks[Dex]           0    +1              na           
Perform[Cha]              0    +0              +0
Profession(sculptor)[Wis] 4    +0              +4
[COLOR=yellow]Ride[Dex][/COLOR]                 0    +1              +1
Search[Int]               0    +1              +1
Sleight of Hand[Dex]      0    +1        -6    na 
Spot[Wis]                 0    +0              +0
Sense Motive[Wis]         0    +0              +0
Spellcraft[Int]           0    +1              na
Survival[Wis]             0    +0              +0
[COLOR=yellow]Swim[Str][/COLOR]                 7    +5        -12   +0
Tumble[Dex]               0    +1        -6    -5
Use Magic Device[Cha]     0    +1              na
Use Rope[Dex]             0    +1              +1

highlighted skills are class skills
[/sblock]
[sblock=Equipment]
Code:
Equipment                                        Cost  Weight
+1 light fortification full plate             5,650gp   50lb
+1 light fortification shield, heavy steel    4,170gp   15lb
Shatterspike                                  4,315gp    4lb
+1 warhammer                                  2,312gp    5lb
Dagger(mw)                                      302gp    1lb
Cloak of Resistance(+1)                       1,000gp    0lb
Guantlets of Ogre Power                       4,000gp    0lb
Amulet of Health(+2)                          4,000gp    0lb
Traveler's Outfit                                free    0lb
Bedroll                                           1sp    5lb
Rope (50'hemp)                                    1gp   10lb
Backpack                                          2gp    2lb
 -Everburning torch                             110gp    1lb
 -rations,trail(4days)                            2gp    4lb
 -waterskins(2)                                   2gp    8lb
 -crowbar                                         2gp    5lb
 -hammer                                          5sp    2lb
 -pitons(4)                                       4sp    2lb
 -sack,empty                                      1sp   .5lb
 -spade                                           2gp    8lb
 -peasant's outfit                                1sp    2lb
 -artisan's tools(sculpting)                      5gp    5lb
Belt Pouch                                        1gp   .5lb
 -whetstone                                       2cp    1lb
 -mirror,small steel                             10gp   .5lb
 -flint and steel                                 1gp    0lb
 -potion:cure light (1d8+1)                      50gp   .5lb
 -potion:cure moderate (2d8+3)                  300gp   .5lb
 -potion:cure serious (3d8+5)                   750gp   .5lb
Treasure: 11gp, 7sp, 8cp Gems: none
Total weight carried: 133 (light load)
Maximum weight possible: 133-light, 266-medium, 400-heavy [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 31
Height: 6'-2"
Weight: 240lbs
Hair Color: Brown
Eye Color: Hazel
Skin Color: Light complexed

Apperance: curly shoulder length hair and a broad curly brown beard frame a broad face, Dregon's armor looks like it has seen better days but it is still very useful in protecting the warrior.

Deamenaor: During his youth he was energtic and outgoing but growing up amongst dwarves he learned why they are gruff and dour. As he grew older and things started not working out for him he became gruff and dour. So he knows now dwarves have had it right all along, don;t excpet good things to happen and you don't get disapponited as much.

Background: An orphan from an attacked caravan, Dregon (his given human name being unknown) was takin in and raised by dwarves. In his teen years he was apprentice to an engineer that taught him how to move rock and earth with rope and tackle. During his twenties he took to sculpting after watching dwarves scuplting great statues out of rock hundreds of feet tall. He was an ok sculptor but couldn't truly make a living off of it. How is he such a good warrior you ask? Well during all this time all dwarves learn to fight and defend the hold from orc, goblins, and other monsters and Dregon was no different ;). [/sblock][/sblock]
 
Last edited:

Armando

First Post
[MENTION=42885]s@squ@tch[/MENTION]
So, whatcha got? :)

How about this?

[sblock=Aurzon Cryt]
[sblock=Attributes]
Class/Level: Ranger 5/Humanoid 2/LA+1

Race: Lizardfolk
Size: Medium

Gender: M
Alignment: Lawful Nuetral

HP: 51 = [(8+1) + (6+1)]H + [(6+1) + (6+1) + (6+1) + (6+1) + (6+1)]R

STR 14 (+2) [4 Points +2 Racial]
CON 12 (+1) [2 Points +2 Racial]
DEX 22 (+6) [14 points +2 gloves +2 Level adjustment]
INT 12 (+1) [6 Points -2 Racial]
WIS 14 (+2) [6 Points]
CHA 8 (-1) [0 Points]
[/sblock]

[sblock=Saves, Intiative & Grapple]
Saving Throws(Ability): Total = Base + Ability + Magic + Misc + Temp
FORT(Con): 5 = + 4(R) + 1
REF(Dex): 12 = + 3(H) + 4(R) + 5
WILL(wis): 3 = + 1(R) + 2

Speed: 30
Initiative Modifer: (Total = Ability mod + misc. modifiers)

6 = 6 + 0

Grapple Modifier: Total = Base Attack Bonus + Str. Mod + Size Mod + Misc

+8 = +6 + 2
[/sblock]
[sblock=Combat]
Base Attack Bonus: +6 = +5 +1(H)
Attack Modifiers: Total = Base + Modifier + Size + Misc

Melee(dex): +12 = +6 + 6
Ranged(dex): +12 = +6 + 6


AC Calc: Total = 10[base] + Armor + Shield + Dex + Size + Nat + Def + Misc

Total AC = 27 = 10 + 5 + 0 + 6 + 0 + 5 + 1 + 0
Touch AC: 16
Flat-Footed AC: 17
[/sblock]
[sblock=Equipment]
Weapon Name: Total Att Bns (Damage) [Crit threat] (Range Inc) Type {Cost}

BrightStar - Bastard Sword, Shocking, Flaming: (1d10 + 1d6 elec + 1d6 fire) [19-20x2] {8035}
Thorn - Short Sword Bane (Giants): (1d6) [19-20x2] {2010}
Composite Longbow,+1: +1 (1d8+1) [x3] (120ft) P {2020}

Armor Name: Armor Bonus (Max Dex) Armor Check Pen <Arcane Spell Failure Chance> [Weight] {Cost}

Mithral Chain Shirt+1: +5 (+6) 0 <10%> [10] {2100}

Gear: Item (Location) [Weight] {Cost}

Bag of Holding Type 1 [15 (250)] {2500}
Gloves of Dexterity +2 {4000}
Winter Blanket [3] {5sp}
Flint & Steel {1}
Grappling Hook [4] {1}
Mirror, small steel [1/2] {10}
Silk Rope 200 ft [20] {40}
Tent [20] {10}
Waterskin [4] {1}
Whetstone [1] {2cp}
Travelers Outfit [5] {1}
Ring of Sustanence {2500}
Enemy Spirit Pouch (Giants) {2100}
Healing Belt {750}
Arrows (200) [30] {10}

Total Load: 15 (75.5) lbs
[/sblock]
[sblock=Class Abilities]
Ranger Abilities

Favored Enemy, Giants
Track
Wild Empathy
Two Weapon Fighting
Endurance
Animal Companion
Favored Enemy Undead

1-Spells
Read Magic
[/sblock]
[sblock=Skills]
Skills:
(Calculation= Skill(relevant ability): Total=Abil mod+ranks+racial+misc modifier)
Appraise:
Balance: 11 = + 5(H) + 6
Bluff:
Climb: 4 = + 2(R) + 2
Concentration*: 4= + 3(R) + 1
Craft ________*: 6 = + 5(R) + 1
Diplomacy*:
Disable Device:
Disguise:
Escape Artist:
Forgery:
Gather Information:
Handle Animal: 2 = + 3(R) - 1
Heal*: 8 = 4(R) + 2 + 2
Hide: 12 = 6(R) + 6
Intimidate:
Jump: 7 = + 5(H) + 2
Knowledge Dungeoneering: 3 = + 2(R) + 1
Knowledge Geograpyh: 3 = + 2(R) + 1
Knowledge Nature: 3 = + 2(R) + 1
Knowledge Religion*:
Listen: 6 = + 4(R) + 2
Move Silently:10 = + 4(R) + 6
Open Lock
Perform (Act):
Perform (Comedy):
Perform (Dance):
Perform (Keyboard):
Perform (Oratory):
Perform (Percussion):
Perform (String):
Perform (Wind):
Perform (Sing):
Profession ___________*: 3 = + 1(R) + 2
Ride: 7 = 1(R) + 6
Search: 6 = + 5(R) + 1
Sense Motive:
Slight of Hand:
Spellcraft*:
Spot: 6 = 4(R) + 2
Survival: 5 = 3(R) + 2
Swim: 7 = + 5(H) + 2
Tumble: 8 = 2(R) + 6
Use Rope: 7 = 1(R) + 6
Use Magic Device:
[/sblock]

[sblock=Racial Traits]
+2 STR + 2 CON -2 CHA
Medium Size
Base Speed of 30 ft
Racial Hit Die: 2 levels of humanoid (2d8) BAB +1 Ref +3
Racial SKills = 5 x (2 + INT), Balance, Jump, Swim
Proficent with simple weapons and shields
Racial Bonus Feat
+5 Nat AC
Nat Wep: 2 claws (1d4) & bite (1d4)
Special Qualities: Hold Breath
LA +1
[/sblock]

[sblock=Feats]
Exotic Weapon Prof.
Weapon Finese
Two Weapon Defense
[/sblock]

[sblock=Languages]
(Common +Racial +1/Int Bonus)
-Common
-Draconic
-Aquan
[/sblock]

[sblock=Carrying Capacity, Money & Expierence]
Light Load: 58 lbs
Medium Load: 59 - 116 lbs
Heavy Load: 117 - 175 lbs
Above Head: 175 lbs
Lift off Ground: 350 lbs
Dragging: 875 lbs


Money:
Gp - 900
Sp - 94
CP - 97

Experience:
[/sblock]
[sblock=Background]
Coming if character approved.
[/sblock]
[/sblock]
 

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Last edited:

SSquirrel

Explorer
Is it bad that I saw this title and hoped for a whole group made using Yetis? Yeti Wizard, Yeti Barbarian, Yeti Rogue (very sneaky), Yeti Psion, Yeti Ranger, etc. :)
 


Sphyh

First Post
Deric Garthmere

Code:
Deric Garthmere 
Class: Warlock 	
Race: Human 
Size: M
Gender: Male
Alignment: N
Deity: None

Str: 10 -- (2p.)	Level: 8	XP: 
Dex: 18 +4 (10p.)	BAB: +6		HP: 53 (8d6+16)
Con: 14 +2 (6p.)	Grapple: +6	Craft Points: n/a
Int: 12 +1 (2p.)	Speed: 30'	Stat Increases: +2 CHA 
Wis: 8 -1 (0p.)  	Init: +4	Spell Save: 
Cha: 20 +5 (10p.)	ACP: --		Spell Fail: 

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+2	+0	+4	+0	+0	+0	16
Touch:	14	Flatfooted: 12

Spell Res: None
Dmg Red: 2/cold iron

	Total	Base	Mod	Misc
Fort:	+4	+2	+2	+0
Ref:	+6	+2	+4	+0
Will:	+5	+6	-1	+0
Notes:

Weapon			Attack	Damage	Critical	Range
Eldritch Blast        	+10	5d6	20/x2      	250'
MW Morningstar       	+7/+2	1d8	20/x2      	------
Dagger                  +6/+10	1d4(+1)	19-20/x2 	10 ft

Notes:

Languages: Common, Giant

Abilities: Detect Magic, at will, Fiendish Resistance 1x/day, Deceive Item 

Feats:  
1st - Point Blank Shot
1st - (bonus) Precise Shot
3rd - Craft Wand 
6th - Empower Spell-like Ability 


Spells Prepared:
	Least - (3)    Eldritch Spear, See the Unseen, Darkness
	Lesser - (2)   Flee the Scene, Fell Flight		

Skill Points: 44	Max Ranks: 11/5.5
Skills		Total	Ranks	Mod 	Misc
Bluff       	11	6	+5	--
Intimidate	15	10	+5	--
Concentration	13	11	+2	--
Use MagicDevice	16	11	+5	--
Spellcraft 	7	6	+1	--



Notes:

Equipment:		Cost	Weight
MW Morningstar     	308gp	6lb
Leather Armor           10gp	15lb
Dagger                 	2gp	1lb
Chausible of Fell Power 8000gp	--lb
Cloak of Charisma +2 	4000gp	--lb
Gloves of Dexterity +2 	4000gp	--lb


Handy Haversack      	2000gp	2lb  (All items below in Haversack)
Explorer's Outfit     	10gp	8lb
Belt Pouch             	2gp	2lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb

Wands:
Fear  (6 charges)               2520gp	--lb
Cure Moderate Wounds       	1800gp	--lb
     (20 charges)
Wall of Fire (7 charges)        2940gp	--lb
Slow  (10 charges)              2250gp	--b
Detect Secret Doors       	75gp	--lb
     (5 charges)
Enlarge Person            	150gp	--lb
     (10 charges)
Silence                     	270gp	--lb
     (3 charges)
Invisibility                   	630gp	--lb
     (7 charges)



Total Weight:24 lb	Money: 32gp 

		Lgt	Med	Hvy	Lift	Push
Max Weight:	34	66	100	200	400

Age: 22
Height: 5'9"
Weight: 145 lbs
Eyes: Brown
Hair: Brown
Skin: Tan
 

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