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Saturday, 3rd November, 2007, 08:38 AM #1
Acolyte (Lvl 2)
Into the New World gen 1 - Rogue's Gallery
Players, please post your characters here for final approval. I'll also use this thread for important NPC character information and for experience/treasure distribution.
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Saturday, 3rd November, 2007, 08:39 AM #2
Acolyte (Lvl 2)
Artemisia is nearly 6' tall, but lithe, with long flowing black hair, green eyes, and fair skin. She is in her very early 20's and is still single; this combined with her beauty makes her one of the most lusted-after women in Cuirlen. She is a big-game hunter who works mainly with a bow nearly as tall as she is; she's said to be one of the best shots in the area. She spends most of her time out in the Noonshadow forest, hunting bears, large deer, and boars. Her most famous kill was a dire bear that she shot through the eye, killing it with one arrow.
Last edited by Zurai; Thursday, 15th November, 2007 at 05:31 PM.
Saturday, 3rd November, 2007, 08:40 AM #3
Acolyte (Lvl 2)
100 xp (whole party) - pre-volcano roleplaying
400 xp (whole party) - council meeting RP + prologue complete
100 xp (whole party) - combat with the four dark spirits at midnight on night 1.
400 xp (whole party) - first night RP/avoided encounters.
steel short sword (Ryon)
foreign grain and apple seeds (Cleyra)
Gifts from the Council (each party members gets one)
7 days' trail rations
a wool blanket
blue potion (healing)
red potion (protection from heat/cold)
green potion (see in the darkness)
Last edited by Zurai; Thursday, 17th January, 2008 at 12:25 PM.
Saturday, 3rd November, 2007, 09:14 AM #4
Acolyte (Lvl 2)
Alright, here's my entry:
Human Scout/Adept 2
Senses Listen/Spot +7/+7
**Adjacent to Familiar: +2/+2
**Low-Light Conditions: +0/+3
Familiar Senses Listen/Spot +14/+6
**Adjacent to Master: +2/+2
**Low-Light Conditions: +0/+8
AC 14, touch 13, flat-footed 11;
Wound Points 12,Vitality 16
Fort +2, Ref +6, Will +5
Speed 30 ft.
Melee +1 dagger (1d4, 19-20)
Ranged +4 Longbow (1d8, 19-20)
Special Actions Skirmish +1d6
Base Atk +1; Grp +1
Gear Longbow, 5 daggers, backpack, bedroll, traveler's outfit, leather armor
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 8
SQ Skirmish, Trapfinding, Battle Fortitude +1, Uncanny Dodge, Adept Spells
Feats Track, Stealthy, Endurance, Spirit of the Wild, Alertness (when adjacent to familiar).
Skills Concentration +5 (4 ranks), Craft(Fletching) +3 (3 ranks), Craft(Bowyer) +3 (3 ranks), Handle Animal +2 (3 ranks), Heal +6 (4 ranks), Hide +10 (5 ranks), Knowledge(Nature) +5 (5 ranks), Listen +7 (5 ranks), Move Silently +10 (5 ranks), Search +4 (4 ranks), Spot +7 (5 ranks), Survival +7 (5 ranks), Tumble +7 (4 ranks).
Spells Prepared 0th: Create Water, Guidance, Purify Food/Drink. 1st: Cure Light Wounds, Bless.
Experience Points: 1000
Spirit of the Wild: +1 to caster level, +3 to wisdom-based skill checks in the wilderness.
A brown-eyed, nondescript man of slightly smaller than average height, Thane by habit tends to fade into the background of most situations. His brown hair is long, not out of style, but simply from being a long time between stops in town, though he is still youthful enough to not have acquired a real beard.
Thane has, his whole life, followed in the footsteps of his father, who was in many ways the model upon which his personality is based. He never knew his mother - his father said she died while he was too young to remember - and so he grew up at first with a series of helpful watchers from the city and then at the age of 7 beginning to follow his father on the long hunts out into the wild.
Dayan, Thane's father, was not a particularly forgiving man, and he drove his son hard, making him sleep in the open when he could not find shelter, and go hungry when he scared away animals with his clumsy footsteps. This did not embitter the child though, because at the same time his father was a wellspring of knowledge, and not just on the best way to make a hunter's blind or walk up on a deer unawares, but also about the spirits of the wild.
While he never tutored under the spirit shamans of the village, Thane soon developed a talent for understanding the spirits around him and using their powers to his aid, healing himself when injured, finding difficult paths, and keeping food preserved. Soon Thane and his father began to hunt alone, seeing each other at first maybe once a month, then twice a year...and then this year Dayan didn't come back.
Despite the fact that his father was the only family member in his life, Thane remained strangely untouched by this. When occasionally pressed during his visits to town about how he was doing, he simply smiled, and responded quietly, "Father has walked among the spirits all his life. No matter what his fate, I know the forest is still watching over him."
Thane tends to be withdrawn and remote, feeling more at home with animals and plants than he does with people. While generally shy, he can usually be counted on to become more outgoing when the topic of conversation turns to hunting and spiritual matters - his truer areas of expertise.
Thane has the strange relationship with the spirits of the animals inherent to a hunter with some knowledge of divine magic. He understands and respects the animals, and knows that while he must hunt them to bring food for himself and those he trades with, to do so wantonly without respect for mothers and children is to destabilize the delicate balance of nature that he is privy to.
Last edited by Nac Mac Feegle; Saturday, 19th January, 2008 at 04:29 AM.
"Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
Saturday, 3rd November, 2007, 11:12 AM #5
Novice (Lvl 1)
Enko of the Blackfrond
Class: Spirit Shaman 2
Alignment: NG (If it matters.)
Con: 14 +2
Int: 12 +1
Wis: 14 +2
Cha: 16 +3
Benefit: When you cast any Conjuration (Healing) spell, you may use an unprepared (not dried) Blackfrond frond as an additional material component. If you do, that spell is automatically Maximized without changing the spell level.
Skill Focus: Heal
Skill Focus: Diplomacy
Concentrate +7 (5 ranks, Con +2)
Diplomacy +11 (5 ranks, Cha +3, Misc +3)
Heal +12 (5 ranks, Wis +2, Misc +5)
Knowledge (Geography) +3 (2 ranks, +1 Int)
Knowledge (History) +4 (3 ranks, +1 Int)
Knowledge (Local) +6 (5 ranks, Int +1)
Knowledge (Nature) +8 (5 ranks, Int +1, Syn +2)
Profession (Herbalist) +7 (5 ranks, Wis +2)
Survival +9 (+11 in above ground natural environments) (5 ranks, Wis +2, Misc +2)
Knife: 2 gp 1 lb.
Quarterstaff: 4 lb.
Backpack: 2 gp 2 lb.
Spell Component Pouch: 5 gp 2 lb.
Bedroll: 1 sp 5 lb.
Spade: 2 gp
Sack x2: 1 sp 0.5 lb.
Sewing Needle: 5 sp
Waterskin: 1 gp 4 lb.
Trail Rations x8: 5 sp 1 lb.
Healer’s Kit: 50gp 1 lb.
Herbalist’s Kit 1 lb.
Blanket 1 lb.
Blue potion (healing) 0.1 lb.
Red potion (protection from heat/cold) 0.1 lb.
Green potion (see in the darkness) 0.1 lb.
Encumbrance: 30.3 lb.
Light Load: 33 lb. or less
Daily Known Spells:
Cure Minor Wounds, Detect Poison, Purify Food and Drink.
Cure Light Wounds.
Last edited by Dire Lemming; Tuesday, 29th January, 2008 at 07:10 AM.
Saturday, 3rd November, 2007, 11:14 AM #6
Novice (Lvl 1)
Apparently the story is too big to put in the same post as the sheet...
Saturday, 3rd November, 2007, 06:53 PM #7
Novice (Lvl 1)
Class: Commoner/Expert (storyteller)
Dex 14 +2
Con 12 +1
Int 12 +1
Cha 18 +4
Height: 5' 4''
Melee: +1 ; club +1 (1d6/x2)
Ranged: +3; club +3 (1d6/x2)
Bluff cc 1r +4 = +5
Craft (weaving) 2r +1 = +3
Craft (anything else) +1
Diplomacy 4r +2 (feat) +4 = +10
Escape Artist +2
Gather Info +4
Knowledge (history) 2r +1 = +3
Knowledge (local) 4r +1 = +5
Move Silently +2
Perform (any other) +4
Perform (storytelling) 3r +4 = +7
Profession (baker) 4r
Profession (brewer) 2r
Sense Motive +2 (feat) +2r = +4
Use Rope +2
Expert skills - Perform (storytelling), Sense Motive, Diplomacy, Bluff, Know (local), Know (history), Gather Info, Decipher Script, Sleight of Hand, Use Magic Device
Negotiator (bonus) +2 to Dip and Sense Motive
Dodge +1 dodge bonus to AC vs one opponent
Iron Will +2 to Will saves
Heroic Spirit (bonus) +1 to attacks and all saves
Proficient with all simple weapons, and light armour but no shields.
Equipment: artisan's outfit, club, bronze sewing needle, piece of chalk, clay jug, 1 day's trail rations (bread products), basket, sack, clay mug, belt pouch, entertainer's outfit (not literally for entertaining, but to represent her 'best clothes' for feasts, etc)
Background and Personality
Alistia's mother is a baker, her father is a brewer. That's the way things are, my girl, and wishing doesn't change anything. Huh. I can wish, can't I? It must be exciting to go out into the forest and hunt the boars. More exciting than *slam* kneading *whack* stupid bread all day.I bet Kallistrate doesn't make her own bread... and she gets to spend all day with men like Eusathios *sigh*. It must be amazing to be a spirit talker too... to see things and do things no-one else can do. It's all very well Pantheras saying "Alistia, which each have our own gifts, and yours is one without which none of us can live. We will always need bread! blah blah blah"; he means well, but I don't see him tending an oven... Ah, here comes Orephion... probably thinks he can get some cakes, the lazy good-for-nothing.
Alistia is the middle child of Kereos and Vesita, the brewer and baker - her older brother is apprenticed to their father and her younger brother is more and more showing the makings of a fine hunter. She has ambitions that are for the moment at least, almost impossible for her to attain. She knows that she is attractive, and is known for her wit and intelligence, but is desirous of more than that; she wants to 'know things', to ind out more about the world.
Anyone she perceives as 'special' is automatically accorded a great deal of respect by Alistia. She envies spirit talkers their gift and hunters their freedom and the excitement of the chase. She views her current life as a trap and seeks a way to escape. More than once she has asked one of the storytellers of the community to take her on as an apprentice, but has been refused, for although she has a natural talent and a good ear, her gift is raw and unpolished. Also, she knows her parents would disapprove.
Well-liked and well-known, even if it is just as "the baker's lovely daughter", Alistia knows there has to be more to life than this. She always seeks out any peddlers or traders who come to town, in order to find out more about the wider world; she pesters the hunters for stories of their exploits, and likes to entertain people with her skill at mimicry and vocal
impersonations (often satirical).
Alistia has many friends (and some admirers) amongst the people of Cuirlen, some of whom she perhaps doesn't appreciate as much as she might. She is fond of gossip and always seems to know who is sweet on whom, and what everyone is up to.
Saturday, 3rd November, 2007, 11:38 PM #8
Acolyte (Lvl 2)
Age: 20 / Height: 5'9" / Weight: 117 lbs
Human Marshal (2nd) / Lawful Neutral
STR 10 / DEX 14 / CON 12 / INT 14 / WIS 10 / CHA 16
Vitality Points: 16 (8+1, 6+1)
Wound Points: 12
Fortitude: +4 (+1 CON, +3 Marshal)
Reflex: +2 (+2 DEX)
Will: +3 (+0 WIS, +3 Marshal)
Speed: 30 ft.
Base Attack: +1
+3 Shortbow (1d6, 19-20, 60 ft)
+1 Knife (1d4, 19-20)
Armor Class: 13 (+2 DEX, +1 armor)
Damage Reduction: 1/Slashing
Skill Points: 36 (30 Marshal, 5 Human, 10 Skillful)
+8 Bluff (+3 CHA, 5 ranks)
+12 Diplomacy (+3 CHA, 4 ranks, +3 Skill Focus, +2 Negotiator)
+4 Knowledge [geography] (+2 INT, 2 ranks)
+6 Knowledge [local] (+2 INT, 4 ranks)
+7 Knowledge [nature] (+2 INT, 5 ranks)
+4 Intimidate (+3 CHA, 1 rank)
+5 Listen (+0 WIS, 5 ranks)
+5 Profession [farmer] (+0 WIS, 5 ranks)
+4 Ride (+2 DEX, 2 ranks)
+5 Sense Motive (+0 WIS, 3 ranks, +2 Negotiator)
+5 Spot (+0 WIS, 5 ranks)
+4 Survival (+0 WIS, 4 ranks)
. Proficient with all simple and martial weapons
. Proficient with all armor and shields (except tower shields)
. Minor Aura, +3 (Demand Fortitude)
. Major Aura, +1 (Motivate Urgency)
. Combat Expertise (1st-level)
. Indomitable Soul (Background)
. Negotiator (Grounded)
. Point Blank Shot (Human)
. Skill Focus (Diplomacy) (Marshal)
Medium Load: 34-66 / Heavy Load: 67-100
. Traveling: shortbow (30gp 2lb), 38 arrows (2gp 6lb), knife (2gp 1lb), leather armor (10gp 15lb), backpack (2gp 2lb), bedroll (1sp, 5 lb), trail rations 2 days (1gp 2lb)
. Gifts from the Council: wool blanket, trail rations 7 days, blue potion [healing], red potion [protection from heat/cold], green potion [see in the darkness]
. Home: foreign grain and apple seeds, 77.9 gp worth of crops and essential farming tools
Last edited by Masquerade; Friday, 18th January, 2008 at 05:06 PM.
Tuesday, 6th November, 2007, 08:21 PM #9
Acolyte (Lvl 2)
Ryon Wolfheart, Human Ranger.
Last edited by WarShrike; Thursday, 17th January, 2008 at 02:09 PM.
Wednesday, 7th November, 2007, 01:08 AM #10
Spellbinder (Lvl 16)
- Join Date
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- Minnapolis, MN
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