WD's "Base of Operations" Houseruled RG
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  1. #1

    WD's "Base of Operations" Houseruled RG

    Hi, post here your finished Characters.

    Base of Operations Recruiting RG ICC OCC

    Last edited by Walking Dad; Tuesday, 1st April, 2008 at 10:19 AM. Reason: links

  2. #2
    Acolyte (Lvl 2)

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    Jarek - Champion of Pelor

    Champion of Pelor

    Male Human Paladin 5

    Str 16 (+3)
    Dex 10 (+0)
    Con 14 (+2)
    Int 8 (-1)
    Wis 10 (+0)
    Cha 16 (+3)
    Note that 4th-level stat bump went to Charisma

    Hit Dice: 5d10+5 (40 HP)
    AC: 22 (+9 armor, +3 Shield) Flatfooted 22, touch 10
    Armor check penalty -6 (-12 on Swim checks)

    Melee: Longsword +10 (1d8+4/19-20x2)
    Ranged: Javelin +5 (1d6+3/20x2) 30 ft. Range Increment

    Save Scores
    Fort: 20
    Reflex: 15
    Will: 15

    Trained Skills
    Diplomacy (+11)
    Sense Motive (+8)

    Human Bonus - Power Attack
    1st Level - Weapon Focus (Longsword)
    3rd Level - Cleave

    Appearance and Manner
    Jarek is of average height but very solidly built. He keeps his straight black hair cut short in the current style favored by the nobility. He moves with a plodding but purposeful gait, his attention generally fixed carefully on his current objective. His speech, too, is slow and deliberate.

    Jarek is fully aware that he's not very smart in many ways. This leads him to be somewhat reserved in some situations. However he is continually amazed at the way people fail to see obvious solutions to their disputes, and will offer to point out these solutions if it seems necessary.

    His relatively slow wit has caused him much embarrassment in the past, and he has resolved not to be duped again, so he very carefully considers who is speaking before believing what they say.


    +1 Plate Armor 2650
    +1 Heavy Steel Shield 1170
    +1 Long Sword 2315
    2 Daggers 4
    5 Javelins 5

    Vial of Silversheen 250
    Potion of Shield of Faith 50
    Potion of Bull's Strength 300
    Potion of Bear's Endurance 300

    Backpack 2
    Bedroll (Luxury) 1
    10 days' rations 5
    5 Sunrods 10

    Heavy Riding Horse (Onslow) 200
    Saddle 10
    Saddlebags 4
    Special feed and treats for Onslow 10
    Blankets 1
    Tent (silk) 50

    Courtier's clothing and accouterments 300

    Holy Symbol 50
    Scrolls, prayer beads and hymnal 100

    Total spent: 7777
    Cash Remaining: 1200 GP (balance spent on superior lodgings and food)


    Jarek is the third son of Baron Othar von Rotweil. As the third son he looked to inherit little or nothing from his father, and so knowing that he had little chance to get by in the world on his wits, he entered into service of the church of Pelor. Initially, this decision was made for practical reasons, but once he started his church training, Jarek truly saw the light. He is now a true Champion of Pelor, and service to the god is his first priority. He has dropped his surname as a mark of humility, but still retains good relations with his family.

    Class abilities
    reproduced here mostly for my benefit, but I've calculated DCs and durations

    Fighting Challenge (Su): As a swift action, Jarek can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to 3. If it does not meet these requirements, a use of this ability is expended without effect.

    If the target does meet the conditions given above, Jarek gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. Jarek fights with renewed vigor and energy by placing his honor and reputation on the line. If his chosen foe reduces him to 0 or fewer hit points, he loses two uses of his knight's challenge ability for the day because of the blow to his ego and confidence from this defeat.

    The effect of Jarek's fighting challenge lasts for 8 rounds.

    Test of Mettle (Su): Jarek can shout a challenge to all enemies, calling out for the mightiest among them to face him in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. Jarek must have line of sight and line of effect to the targets of this ability.

    As a swift action, Jarek can expend one use of his knight's challenge ability to cause all enemies within 100 feet with a CR greater than or equal to 3 to make Will saves (DC 15). Creatures that fail this save are forced to attack Jarek with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target Jarek with the attack or include you in the effect's area.

    An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

    If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

    The effect of a test of mettle lasts for 8 rounds. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

    Aura of Good (Ex):The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil (Sp):At will, a paladin can use detect evil, as the spell.

    Smite Evil (Su):Once per encounter, Jarek may attempt to smite evil with one normal melee attack. He adds +3 to his attack rolland deals 5 extra points of damage. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Whenever Jarek successfully smites a creature, he makes a Smite attack vs. Fortitude (+8 modifier). If successful, the target is blinded for 1d4 rounds.

    Lay on Hands (Su):Jarek can heal wounds by touch. Each day he can heal 15 hit points of damage.

    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

    Aura of Courage (Su):Jarek is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.

    This ability functions while Jarek is conscious, but not if he is unconscious or dead.

    Divine Health (Ex):Jarek is immune to all diseases, including supernatural and magical diseases.

    Turn Undead (Su):Jarek turns undead once per encounter as a 2nd-level cleric.
    Last edited by Ilium; Monday, 31st March, 2008 at 09:24 PM.

  3. #3
    Gallant (Lvl 3)

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    Collan Riventha

    Male NG elf cleric 5 (Pelor)


    STR	10	
    DEX	14	
    CON	10	
    INT	10	
    WIS	18 (level 4: +1)	
    CHA	14 (+2 from item)
    Fort	15
    Ref	14
    Will	18
    AC	16 (+2 Dex, +4 chain shirt)
    hp	24
    Init	+2
    Speed	30 ft.
    Attack	+6 longbow (1d8, x3) range 100 ft.
    Spells Known
    0	Create Water		Creates 10 gallons of pure water.
    0	Cure Minor Wounds	Cures 1 point of damage.
    0	Detect Magic		Detects spells and magic items within 60 ft.
    0	Light			Lights something up like a torch
    0	Mending			Makes minor repairs on an object.
    0	Virtue			Subject gains 1 temporary hp.
    1	Bless			Allies within 50 ft. gain +1 on attack rolls and saves against fear for 5 minutes.
    1	Cure Light Wounds	Cures 1d8+5 damage 
    1	Divine Favor		You gain +1 on attack and damage rolls for 1 minute.
    1	Doom			One subject takes –2 on attack rolls, damage rolls, saves, and checks (shaken) for 5 minutes. (150 ft., Will)
    1	Endure Elements		Exist comfortably in hot or cold environments for 24 hours.
    1	Protection from Evil	+2 to AC and saves, counter mind control, hedge out elementals and outsiders for 5 minutes.
    1	Sanctuary		Touched subject can't attack, Will save for others to attack subject, for 5 rounds.
    2	Cure Moderate Wounds	Cures 2d8+5 damage.
    2	Enthrall		Captivates all within 150 feet for 1 hour or less.
    2	Heat Metal		125 lbs. of metal or metal on 2 creatures becomes hot for 7 rounds, doing 0/1d4/2d4/2d4/1d4/0 damage.
    2	Hold Person		Paralyzes one humanoid for 5 rounds. (Medium range, Will)
    2	Spiritual Weapon	Force weapon deals 1d8+1 damage, +6 to hit, for 5 rounds.
    3	Cure Serious Wounds	Cures 3d8+5 damage.
    3	Magic Vestment		Armor or shield gains +1 enhancement for 5 hours.
    3	Searing Light		Ray deals 5d6 damage to most undead, or 2d8 damage (Medium range)
    Spells per Day
    0	o o o o o o
    1	o o o o o
    2	o o o o
    3	o o o
    Skills Concentration +12 (wis-based), Knowledge (religion) +8
    Feats Extend Spell, Turn Undead, Point Blank Shot
    Deity Pelor
    Domains Nobility, Sun
    Domain Powers
    Noble Inspiration - Collan has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear Collan speak for 1 round. Using this ability is a standard action. It lasts 2 rounds (Cha bonus) and can be used once per day.
    Pelor's Light - Once per day, Collan can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

    Hand of the mage, 2 lbs. 900 gp
    Hat of disguise 1800 gp
    Cloak of charisma 4000 gp
    Scroll of summon monster II (celestial wolf), 3 spells on the scroll. 1 lb. 450 gp
    Scrolls (2) of endure elements, 2 spells per scroll. 2 lb. 100 gp
    Scroll of remove paralysis 1 lb. 150 gp
    Scroll of obscuring mist, 4 spells on the scroll. 1 lb. 100 gp
    Scroll of remove blindness/deafness, 1 lb. 375 gp

    Chain shirt, 25 lbs. 100 gp
    Longbow, masterwork, 3 lbs. 375 gp
    60 arrows, 9 lbs. 3 gp

    Backpack (empty) 2 gp 2 lb.
    Sack (empty)x2 2 sp 1 lb. (saddlebags)
    Signet ring 5 gp
    Soap (per lb.) 5 sp 1 lb. (saddlebags)
    Tent 10 gp 20 lb. (saddlebags)
    Vial ink or potion 1 gp 1/10 lb.
    Notebook 5 gp 2 lbs.
    Waterskin 1 gp 4 lb.
    Holy water (4 flasks) 100 gp 4 lb.
    Sunrod (free at the temple) 1 lb.
    Holy symbol, silver 25 gp 1 lb.
    Fine wine (bottle) 10 gp 1.5 lb. (saddlebags)
    Rations, trail (12 days) 6 gp 12 lb. (saddlebags)

    Light horse 75 gp
    Riding saddle 10 gp 25 lb.
    Saddlebags 4 gp 8 lb.

    192 gp 3 sp (Edit: gave 3 sp to the church)

    Appearance: Collan is a tremendously attractive (some would say beautiful) elf with thick blonde hair, silver eyes, and a lean build. He wears perpetually clean clothing of stature and wealth, marking him as an aristocrat or a noble of some kind. A highly stylized symbol of Pelor is embroidered with gold thread on a cape he wears to cover his right shoulder from front to back. He always wears white gloves and slipper-like shoes, and none of his clothing seems to ever get dirty.

    Background: Collan is the fifth-born son to a noble house of an elvish duke. Long known for his adventurous spirit, the religious training he received in one of his long jaunts (as his family called his travels abroad) lead Collan to worship Pelor and begin a clerical lifestyle. With his family's influence he hopes to create a small church of Pelor on the Riventha estate, for the prestige and benefit of the duchy, using the earnings he can muster through adventuring.

    Posting Subject Line
    Collan, elf cleric 5, hp 24/24, AC 16, F 15 / R 14 / W 18, Spells 0 to 3: 6/5/4/3
    Last edited by Bihlbo; Tuesday, 7th October, 2008 at 05:17 PM.

  4. #4
    Warren Pierce


    Name: Warren Pierce
    Class: Wiz
    Race: Human
    Size: med
    Gender: Male
    Alignment: CG
    Str: 8  -1 (0p.)     Level: 5        XP: 10000
    Dex: 14 +2 (6p.)     BAB: +2         HP: 12 (5d4+0)
    Con: 10 +0 (2p.)     Grapple: +1     Dmg Red: N/A
    Int: 17 +3 (10p.)     Speed: 30'      Spell Res: XX
    Wis: 14 +2 (4p.)     Init: +1        Spell Save: +X
    Cha: 12 +1 (4p.)    ACP: -X         Spell Fail: XX%
    (int +1 at 4th level)
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +2    +0    +0    +1    17
    Touch: 14             Flatfooted: 14
                             Base   Mod  Misc  Total
    Fort:                  1    +0          +1
    Ref:                   1    +1          +2
    Will:                  4    +2          +6
    Weapon                  Attack   Damage     Critical
    Ranged Spell              +5       
    Light Crossbow            +5       1d8+        19-20*2
    Quarterstaff              +1       1d6-1      *2
    Languages: Common, Draconic, Celstial, Elven
    Abilities: Spells
    Feats: Eschew Materials(Wiz Bonus Feat), Scribe Scroll(Human level 1),Weapon focus (Ranged Spell)(Wiz level 1), Spell focus(Evocation)(Wizard level 3),Enlarge Spell(Wizard level 5(bonus)) 
    Skills                         Ranks  Mod  Misc  Total
    Spellcraft                    8      +3       +2     +13
    Concentration                 8      +0            +8
    Knowledge(Arcana)             8      +3            +11
    Knowledge(The Planes)         8      +3            +11
    Knowledge(History)            8      +3            +11
    Knowledge(Dungeoneering)      8      +3            +11
    Equipment:          		Weight		Cost
    Ring of Sustenance				2500
    Hewards Handy Haversack		5		2000
    Ring of Protection +1				2000
    MW Light Crossbow		1		335
    Quarter Staff			4	
    Everburning Coin on a Chord 			111
    Soap Haversack					0.5
    Rope(silk) 50ft in Haversack		       10
    Bedroll in Haversack				0.1
    Bolts 10		         1 		     1
    bolts 100 in haversack				10
    Total Weight:11lb      Money:200pp 32gp 4sp 0cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:            26    53    80   80    400
    Spell Domain (Evocation)
    Spells per Day 0-6, 1-1/7, 2-1/5
    Spells Known 0-6, 1-4, 2-2
    0) Detect Magic, Read Magic, Mage Hand, Prestidigitation, Ray of Frost, Acid Splash
    1) Magic Missile(Domain), Mage Armor, Burning hands, Color Spray, Feather Fall
    2) Flaming Sphere(Domain) Web, Scorching Ray, 
    Age: 25
    Height: 5'3"
    Weight: 100lb
    Eyes: green
    Hair: Blonde
    Skin: pale
    Appearance: Warren is short and has thick glasses. He keeps his bleach blonde hair cut short never letting it get longer than 1 inch. He dresses in a dark blue and red robe and uses a quarte staff as walking sitck even though he appears to be in perfect health.

    Background: Warren was the short nerd everyone picked on as a child. He was the butt of every joke and recieved every shove. when he developed his powers he swore he would never let anyone suffer at the hands of bullies as he did as a child. He looks to learn all he can to help destroy oppression and evil wherever he may find it.

    Last edited by Mellubb; Sunday, 13th April, 2008 at 01:29 PM.

  5. #5
    Name: Paldon Gembore
    Class: Fighter
    Race: Human
    Size: M
    Gender: M
    Alignment: Nuetral Good
    Deity: Ehlonna
    Str: 16 +3 (10p.)       Level: 5        XP: 10000
    Dex: 16 +3 (8p.+4th Lvl)BAB: +5         HP: 30 (5d10+0)
    Con: 11 +0 (3p.)        Grapple: +8    
    Int: 13 +1 (5p.)        Speed: 30'      
    Wis: 8 -1 (0p.)         Init: +3        
    Cha: 10 +0 (2p.)        ACP: -3       
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +7    +0    +3    +X    +X    +X    20
    Touch: 13              Flatfooted: 17
                             Base   Mod  Misc  Total
    Fort:                      4    +0          +4
    Ref:                       1    +3          +4
    Will:                      1    -1          +0
    Weapon                  Attack   Damage     Critical
    +1 Greatsword            +4     2d6+4     19-20x2
    Languages: Common, Dwarven
    Feats: Combate Expertise(1st)
    Improved Feint(1st Fighter)
    Power Attack(Human Bonus)
    Dodge(2nd Fighter)
    Spring Attack(3rd Fighter)
    Total Skills: 4(2+1 int+1 Human)
    Skills                   Mod  Abl  ACP  Total
    Climb                      8    +3   -3     +8
    Bluff(cc)                  4    +0          +4
    Intimidate                 8    +0          +8
    Jump                       8    +3  -3      +8
    Equipment:               Cost  Weight
    + 1 Greatsword                    2350gp   8lb
    + 2 Breastplate                   4350gp   30lb
     1 Potion of Bear Endurance   300gp
    Backpack                            2gp    2lb
    Bedroll                             1sp    5lb
    Flint and Steel                     1gp    ---
    10 Torches                          10cp   10lb
    Bullseye Lanturn                    12gp    3lb
    Clay Tankard                        2cp    1lb
    Iron Pot                            5sp    10lb
    Week Trail Rations                  35sp   7lb
    1lb soap                            5sp    1lb
    2 waterskin                         2gp    8lb
    3 pt Flask of Oil                   3sp    3lb
    Wooden Holy Symbol                 1gp    ---
    10 Tindertwig                      10gp   ---
    Total Weight:99lb      Money: 1700gp 20sp 48cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              76    153   230  460   1150
    Age: 23
    Height: 6'2"
    Weight: 185lb
    Eyes: Green
    Hair: Black
    Skin: White
    Appearance: Unless you get on his bad side, people see Paldon as carefree, and easy going,
    who usually is wearing his armor with green colors over it.

    Background: Born a peasant, Paldon's day of awakening came on a day of near disaster while he was a boy,
    when a fighter saved one of his friends from a bear attack. Since then, Paldon has made it his goal to do what he can
    for the good of the people, and has done what he can on his way there.

    Abilities: Im putting these in so I can remeber them

    Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
    Armor Mastery (Ex): Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.
    Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
    Last edited by Kenku17; Wednesday, 1st October, 2008 at 03:10 PM.

  6. #6
    Arrak CR 5

    Male desert half-orc ranger 5
    CN Medium humanoid (orc)
    Init +3; Senses low-light vision; Listen +1, Spot +9
    Languages Common, Orc

    AC 19, touch 13, flat-footed 14
    (+3 Dex, +5 +1 chain shirt)
    hp 40 (5 HD)
    Fort 17, Ref 18, Will 13

    Speed 30 ft. (6 squares)
    Melee kukri +7 (1d4+2/18-20)
    Ranged +1 composite longbow (+2 Str) +9 (1d8+3/x3)
    Base Atk +5; Grp +7
    Atk Options skirmish +2d6

    Abilities Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8
    SQ wild empathy
    Feats Endurance, Point Blank Shot, Mounted Archery, Mounted Combat, Mounted Hunt, Run, Track
    Skills Diplomacy –1, Handle Animal +7, Jump +10, Knowledge (geography) +8, Ride +11, Spot +9, Survival +9
    Possessions Heavy warhorse (Mela), +1 chain shirt, +1 composite longbow (+2 Str) with 59 arrows, 20 cold iron arrows, 20 silver arrows, kukri, cloak of resistance +1, horseshoes of speed, 3 potions of cure light wounds, 2 potions of endure elements, military saddle, saddlebags, backpack, belt pouch, waterskin, bedroll, hot weather outfit, everburning torch, flint and steel, 50 feet of silk rope, 5 day’s trail rations, unidentified green/black feathered arrow
    Coins 286 gp, 4 sp
    Weight Carried 128.5 lbs. (mostly on horse)
    Mela CR 2

    Male heavy warhorse
    N Large animal
    Init +1; Senses low-light vision; Listen +5, Spot +4

    AC 14, touch 10, flat-footed 13
    (-1 size, +1 Dex, +4 natural)
    hp 30 (4 HD)
    Fort +7, Ref +5, Will +2

    Speed 80 ft. (16 squares)
    Melee 2 hooves +6 (1d6+4) or
    Melee bite +1 (1d4+2)
    Base Atk +3; Grp +11

    Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    SQ scent
    Feats Endurance, Run
    Skills Listen +5, Spot +4
    Weight Carried 328.5 lbs. (with rider)

    Tricks Known combat riding (attack, come, defend, down, guard, and heel)
    Age: 25
    Height: 6' 0"
    Weight: 200 lbs.
    Appearance: Tall, lean, and deeply tanned, his life in the desert is present in every aspect of his body, clothing, and demeanor. He typically wears worn, white desert garments (OOC - think Arabian raider!) and a warmask when engaged in combat, carved from stone, elaborately painted in hues of red and blue, and made to resemble a horned lizard's face. His hair is black, shaggy, and of medium length. He waits for it to get long enough to grasp, then hacks it off with his knife.
    Personality: Typically reserved, but prone to occasional hot-blooded outbursts. He tends to interact more with his horse, Mela, than with other people, but he becomes a little more easygoing after a good ride or battle. He takes fierce pride in his riding and archery skills, and will occasionally show off.
    Mela: Mela is often Arrak's only companion, and accompanies him everywhere. He has a reddish-brown coat and an untrimmed mane, with white legs from the knee down and very large, heavy hooves. His temperment mirrors that of Arrak.(OOC - Mela is very similar to an Arabian horse.)
    Born to nomadic parents, Arrak was raised with his orcish father, and never really knew his human mother. He gained reasonable esteem among his orcish tribe, due to his natural talent in archery, but he was still sneered at for being a "half-blood". Unable to tolerate being held back simply for his heritage, he left the tribe at 17, striking out for a nearby human settlement. There, he joined a company of mercenaries, eventually gaining a high enough standing as a warrior to be gifted with a fine warhorse, Mela. He then learned the art of fighting on horseback, gaining an even higher standing within his company. After seven years of service, he left the company of mercenaries with high regards, intent on seeing the world outside the desert.
    Last edited by Lord Slaw; Sunday, 13th April, 2008 at 10:09 PM.

  7. #7
    Myrmidon (Lvl 10)

    Join Date
    Apr 2007
    Bahia Blanca, Buenos Aires, Argentina
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    Toruk Dorm
    Race: Half-Orc
    Size: Medium
    Gender: Male
    Alignment: Chaotic neutral

    Str: 21 +5 (10p.) Level: 5 XP: -
    Dex: 16 +3 (8p.) BAB: +5 HP: 51 (5d12+15)
    Con: 16 +3 (10p.) Grapple: +10 Dmg Red: 0
    Int: 08 -1 (0p.) Speed: 40' Spell Res: 0
    Wis: 08 -1 (0p.) Init: +2 Spell Save: -1
    Cha: 06 -2 (0p.) ACP: -2 Spell Fail: 0%

    Base Armor Shld Dex Size Nat Misc Total
    Armor: 10 +4 +0 +3 +0 +0 +0 17
    Touch: 13 Flatfooted: 14

    Base Mod Misc Total
    Fort Score: 4 +3 +11 +18
    Reflex Score: 1 +3 +11 +15
    Will Score: 1 -1 +11 +11

    Weapon Attack Damage Critical
    Greatsword +12 2d6+7 19-20x2
    Composite Longbow +8 1d8+4 x3

    Languages: Common, Orc.

    Half orc: Darkvision, orc blood
    Barbarian: Fast movement, iliteracy, improved uncanny dodge,

    trap sense +1, berserker rage
    Feats: Weapon focus (Greatsword), power attack

    Intimidate (+7)

    Dexterity gloves +1 2000 gp
    Belt of Ogre strengh (+2) 4000 gp
    MW greatsword 350 gp
    Composite long bow (+4str) 500gp
    Chain shirt 100 gp
    2*Pot of CMW 600
    4*Pot of Mage armor 200
    4*Pot of CLW 200

    Toruk grew with his father, in a tribe of orcs, but soon enough he was regarded as the half blood, and cast away.
    He wanders throw the land searching for understanding, but his orc blood makes him slow of mind, of easy fury and not very nice to look at.
    With all that, he is not a bad guy, and enjoys drinking large cuantities of beer. Of those nights in the bar, he holds friendships with many dwarves.
    Last edited by Voda Vosa; Wednesday, 2nd April, 2008 at 05:42 AM.

  8. #8


    Name: Feather
    Class: battle sorcerer 5
    Race: Human
    Size: medium
    Gender: female
    Alignment: NN
    Str:  8 -1 ( 0p.)	Level: 5	XP: 10,000
    Dex: 12 +1 ( 4p.)	BAB: +3		HP: 29 (5d8+5)
    Con: 12 +1 ( 4p.)	Grapple: +1
    Int: 13 +1 ( 5p.)	Speed: 30'	Stat Increases: lv 4 +1cha
    Wis: 10 +0 ( 2p.)	Init: +1
    Cha: 18 +4 (13p.)	ACP: -0		Spell Fail: 0%
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+3	+X	+1	+X	+X	+X	14
    Touch:	11	Flatfooted: 13
    Spell Res: None
    Dmg Red: None
    	Total	Base	Mod	Save score
    Fort:	+2	+1	+1	(13)
    Ref:	+2	+1	+1	(13)
    Will:	+4	+4	+0	(15)
    Weapon			Attack	Damage	Critical	Range
    Arcane Blast		+4	1d6/2levels     	30ft touch
    Short sword		+2	1d6-1	19-20/x2	
    Languages: Common, Draconic
    Abilities: XXXX
    Feats:  Bonus light armor proficiency, Bonus Martial weapon proficiency(short sword), Eshrew materials, Combat 
    casting, Craft Wondrous Item
    Spells Per day (Save DC 14 + spell level): 0 - 6; 1st - 6; 2nd - 4
    Spells Known:
    	0 - Detect Magic, Read Magic, Light, Mage Hand, Mending;
    	1st - Floating Disk, Detect Undead, Grease;
    	2nd - Hideous Laughter;
    Skills		Total	Ranks	Mod 	Misc
    Knowledge	 8	8	0	--
    Spellcraft	 8	8	0	--
    Concentration	 9	8	1	XX
    Equipment:                           		Cost	Weight
    Backpack                                  2gp          2lb
    Masterwork Studded Leather armor		175gp	20lb
    Short sword	                               	10gp	2lb
    Ring of Feather Falling	                	2200gp	1oz
    Eternal wand of command undead	        	4,420gp	1oz
     2 uses/day caster level 3
    Eternal wand of Cure Light Wounds		750gp	1oz
     2 uses/day heals 1d8+1
    Eternal wand of inflict Light Wounds		750gp	1oz
     2 uses/day 1d8+1 negative energy
    Rations, trail (2)                              1gp     2lb
    Signal Whistle                                  8sp     -
    Total Weight:26lb 4oz	Money: 691gp 2sp
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	26	53	80	160	400
    Age: 18
    Height: 5'7"
    Weight: 165lb
    Eyes: Black
    Hair: Black
    Skin: Pale
    Appearance: Gothic.

    Personality: Modish and depressed. A little obsessed about what her true name is.

    Background: Orphaned as a child she was taken in as an apprentice by Iladar a sorcerer and suspected necromancer. She never even got to know her true name all the wizard ever called her was the fallen feather. When she could no longer handle being told what to do by Iladar she ran away taking some of her master's prised magical Items.
    Last edited by hornedturtle; Saturday, 7th June, 2008 at 01:06 AM.

  9. #9
    Lama (Lvl 13)

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    Salt Lake City, Utah
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    Rowan Aledown, halfling conjurer
    Wizard 2 (Conjurer) - Using Walking Dad's House Rule Set

    Rowan stands just over three feet tall, with a weight of some thirty pounds. He has a thick mop of curly brown hair, and matching nut-brown eyes. He is of average build for a halfling, neither too slim nor too chubby. He dresses in simple traveling clothes of rough-spun wool and cotton, and usually wears a derby style hat, which he can often be
    seen twirling between his hands. He carries a carved walking stick of heavy, polished hardwood, which doubles as a stout club in times of trouble.

    Aledown comes from a long line of troublemakers and pranksters. He also has an extremely high opinion of himself, considering himself something of a mastermind. His temper is shorter than one would expect from a halfing, and as his surname implies he has a fondness for imbibing fermented drinks.

    Rowan was raised in a small village of (insert village name) in (insert region/area name), his parents the owners of a tavern and brewery. As a young halfling, he learned the ways of his parent’s trade, though he never paid much attention. Although an intelligent lad, Rowan would always rather be off playing and pranking then putting any effort into actual work.

    Despite all this, Rowan’s home life was good. He had caring and loving parents, and he got away with just about anything. But one fateful day, his life took an unforeseen turn. Playing a prank that cost an old bearded traveler his beard, Rowan learned a severe lesson about his troublemaking nature. The man turned out to be a wizard, and in his
    outrage over the prank, destroyed the Aledown’s tavern and home, burning them to the ground. When that was done, the wizard nabbed Rowan, and forced the young halfling into servitude in the wizard’s manor. The wizard, one Farenard Graycloak, was a cruel, evil man…he would often whip and torture the fee-spirited Rowan for his lack of discipline. Still, Rowan managed to learn some of the ways of magic from his despised master, and eventually managed to escape from the guarded estate to start his own life.

    Rowan still watches over his shoulder often, expecting his former master to show up and have his revenge upon him at any time. Still, the carefree life of a wandering hedge wizard seems to suit Rowan well, and he now travels the region, seeking experience and adventure. He
    has regained some of his once cheerful disposition, though he rarely plays pranks and causes trouble like he once did. He looks forward to the day when he can learn enough spellcraft to no longer have to worry about an enemy from his past.

    Rowan enjoys nothing more than to spend a relaxing night before the fire with a pint of ale and a good smoke.

    Neutral Good Halfling Male
    Wizard 5 (Conjurer)
    10,000 XP (?)

    Str 10 (+0) (4 points, -2 racial)
    Dex 16 (+3) (6 points, +2 racial)
    Con 14 (+2) (6 points)
    Int 19 (+4) (10 points, +1 level increase, +2 enhancement)
    Wis 10 (+0) (2 points)
    Cha 08 (-1) (0 points)

    HP: 28 ((6 + 3x4 + 10))
    AC: 14 (10 base + 1 size + 3 dex)
    Initiative: +3
    Move: 20’

    BAB: +2
    Melee: +3
    Ranged: +6
    Thrown/Sling: +7

    Club, melee +3 (1d4/x2)
    Club, thrown +7 (1d4/x2)
    Dagger, thrown +7 (1d3/19-20)

    Fort Score: 16 (1 base + 2 con + 1 race + 1 resistance)
    Ref Score: 17 (1 base + 3 dex + 1 race + 1 resistance)
    Wil Score: 17 (4 base + 0 wis + 1 race + 1 resistance)
    +2 racial bonus on saving throws vrs. Fear

    Concentration +10 (8 ranks, +2 con)
    Knowledge, Arcana +12 (8 ranks, +4 int)
    Knowledge, Dungeoneering +12 (8 ranks, +4 int)
    Knowledge, Local +12 (8 ranks, +4 int)
    Spellcraft +12 (8 ranks, +4 int)

    - Common
    - Halfling
    - Elven
    - Goblin
    - Draconic

    - Scribe Scroll (Wizard 1st level)
    - Eschew Materials (Level 1 feat)
    - Spell Focus: COnjuration (Level 3 feat)
    - Augment Summoning (Wizard 5 Bonus)

    Class Features:
    - Spells (arcane, prepared)
    - Scribe Scroll feat
    - Wizard Domain: Conjuration

    Racial Features:
    - Small Size
    - Athletic: +2 to climb, jump and move silently checks
    - +1 racial bonus on all saves
    - +2 morale bonus on saves vrs. fear
    - +1 attack bonus with thrown weapons and slings
    - +2 racial bonus to listen checks

    Spells Known:
    Level 0 – 6 (Acid Splash), Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Light
    Level 1 – 4 (Mage Armor), Grease, Summon Monster I, Color Spray, Magic Missile
    Level 2 - 2 (web), Summon Monster 2, Glitterdust

    Spells Per Day:
    Level 0 – 6
    Level 1 – 7
    Level 2 - 5

    Equipment Pending
    Arms, Armor and Equipment:
    Headband of Intellect +2 4000gp -
    Metamagic Rod: Lesser Extend 3000gp 1.5lb
    - (Doubles as walking stick/club)
    Wand of Grease (40 charges) 600gp -
    Cloak of Resistance 1000gp -
    4 daggers 2gp 2.0lb
    Traveler’s Clothing 1gp Worn
    - gp (hidden pockets) - 0.40lb
    Backpack 2gp 0.5lb
    - Bedroll 1sp 1.25lb
    - Lantern, hooded 7gp 2lb
    - Oil, 6 5 pints 6sp 5lb
    - Sacks, 2 2sp 0.25lb
    - Waterskin 1gp 1lb
    - Spellbook - 3lb
    - Trail Rations, 4 days 20sp 4lb
    Pouch, belt 1gp 0.125lb
    - Chalk, 3 pieces 3cp -----
    - Flint & steel 1gp -----
    - 2 potions (cure light wounds) 100gp -----
    - Handcarved briarwood pipe 1sp -----
    - 1lb pipeweed 1sp -----
    - 1 potion (Sanctuary) 50gp -----
    - 12gp, 26 sp, 27 cp - 0.67lb
    - Scroll Case w/1 scroll 1gp 0.5lb
    Arcane Scroll

    --- Hold portal 25gp -----
    --- Expeditious Retreat 25gp -----
    --- Obscuring Mist 25gp -----

    Encumberance: Light < 21.5lb
    Coin: Approx. 160gp
    Last edited by Rhun; Tuesday, 19th August, 2008 at 04:39 PM.

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