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Wednesday, 2nd April, 2008, 12:47 AM #1
Acolyte (Lvl 2)
- EN World
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Wednesday, 2nd April, 2008, 02:27 AM #2
Acolyte (Lvl 2)
Weasel, Lvl 2 Soulknife
Last edited by WarShrike; Monday, 7th April, 2008 at 10:26 PM.
Wednesday, 2nd April, 2008, 08:29 AM #3
Superhero (Lvl 15)
Tulbar the Warmage
Tulbar the WarmageImage
Last edited by Walking Dad; Thursday, 4th September, 2008 at 09:42 PM. Reason: weight
Wednesday, 2nd April, 2008, 11:14 AM #4
Defender (Lvl 8)
Elwyn Bluefoot, Cleric 2
Elwyn Bluefoot, Lvl 2 Cleric
When Elwyn was a child, his village was surrounded and attacked by a large pack of zombies. The villagers erected barricades and lit fires, but it was only a matter of time before the mindless hunger of the undead drove them through the flames and flimsy barriers. In desperation, Elwyn's parents lowered him to the bottom of the village well and weighted the cover with stones. During the several days Elwyn spent shivering in the dark before rescuers found him, in addition to some very cold feet he developed a lifelong hatred of darkness and the undead. To that end, he joined the service of Pelor and set out adventuring as soon as he took his final vows.
Friday, 4th April, 2008, 03:55 AM #5
Acolyte (Lvl 2)
Talon: Half-Orc Barbarian-Druid
Last edited by hero4hire; Friday, 4th April, 2008 at 04:14 AM.
Sunday, 6th April, 2008, 09:23 PM #6
Novice (Lvl 1)
Freya Stonesinger, Gnome Bard 2
Freya Stonesinger is a connoisseur of magic and mystical oddities. Having traveled to Cillimar in search of a long-lost family heirloom, Freya joined a group investigating an ancient menhir in the highlands above the city. Freya hopes her skill with languages and ancient lore will help uncover the mysteries surrounding this venerable monument...
Gnome Bard Level 2; Small Female Humanoid [Speed 20’, +4 AC vs. Giant, ¾ lift/carry as Medium]
S 10 I 14 W 10 D 16 C 10 Ch 15 HP: 10; AC: 19; Alignment: NG
Fortitude +0; Reflex +6; Will +3; [+2 vs. Illusion]
Attack: +1 Bard, +1 small, +3 Dexterity
Melee: +2; Ranged: +5; [+1 racial bonus on attack rolls against kobolds and goblinoids]
Feat: Rapid Reload-Heavy Crossbow [as Move action]
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination [and] retains the ability to distinguish color and detail.
Bardic Knowledge +6
Bardic Music 2x/day [Options: Countersong, Fascinate, Inspire Courage +1]
Spells: 3/1 to Cast DC: 12/13
Known: Daze, Detect Magic, Light, Mage Hand, Summon Instrument; Cure Light Wounds, Sleep
Spell-Like Abilities [All once/day as 1st level caster]: Dancing Lights, Ghost sound [DC 13], Prestidigitation; Speak with Animals (burrowing mammal only).
Languages: Common, Gnome, Elven, Giant.
Appraise (+2 INT)
Balance (+3 DEX, +2 synergy)
Bluff (+1 rank, +2 CHA)
Climb (+0 STR)
Concentration (+0 CON)
Decipher Script (3 ranks, +2 INT)
Diplomacy (1 rank, +2 CHA)
Escape Artist (+3 DEX)
Jump (+0 STR, +2 synergy)
Knowledge: Arcana (2 ranks, +2 INT)
Knowledge: Architecture & engineering (1 rank, +2 INT)
Knowledge: Dungeoneering (1 rank, +2 INT)
Knowledge: History (5 ranks, +2 INT)
Listen (+2 race, +0 WIS)
Hide (+4 race, +3 DEX)
Move Silently (+3 DEX)
Perform (5 ranks, +2 CHA)
Search (+2 INT)
Sense Motive (3 ranks, +0 WIS)
Sleight of Hand (1 rank, +3 DEX)
Spellcraft (5 ranks, +2 INT, [+2 decipher scrolls])
Spot (+0 WIS)
Swim (2 ranks, +0 STR)
Tumble (5 ranks, +3 DEX)
Use Magic Device (5 ranks, +2 CHA, [+2 use scrolls])
Use Rope (+3 DEX)
Small Chain Shirt [+4 AC], 12.5#, 100gp
Small Buckler [+1 AC], 2.5#, 15gp
Small Dagger [d3, 19-20/x2, 10’], ¼#, 2gp
Small Longsword [d6, 19-20/x2], 2#, 15gp
MW Small Heavy Crossbow & 30 Bolts [+1 attack, d8, 19-20/x2, 120’], 4#, 353gp
Explorer’s Outfit, 2#, 10gp; Flute, ¾#, 5gp; Flint & Steel, 1gp; Antitoxin, 50gp; Everburning Torch, 1#, 110gp; 2 Gold Pieces, 7 Silver Pieces [carried on person or holding]
Backpack, ½#, 2gp: Bedroll, 1 ¼#, .1gp; 6 days Trail Rations, 1 ½#, 6gp; Silk Rope, 2 ½#, 10gp; 2 Sacks, ¼#, .2gp; Waterskin, 1#, 1gp; 2 Sunrods, 2#, 4gp [Total weight: 8.5#]
Carrying Capacity: Light 0-25#/ Medium 26-50#/ Heavy 51-75#
Encumbrance: 30.5# [22# is backpack dropped]
Last edited by the_myth; Sunday, 6th April, 2008 at 09:27 PM.
Tuesday, 8th April, 2008, 03:15 PM #7
Rungner grew up with his tribe of felow goliaths. when Rungner killed the chieftains son in a fight, he was exiled for the rest of his life. the young goliath then made a living of traveling with a circus as a strongman/freak. the work easy and lasted for a couple of years, but once again rungners temper caused problems when he killed two taunting spectators in a rage. with a little help from his friends at the circus he escaped and headed south..
Male goliath bear totem barbarian 1
Strength 20 (+5)
Dexterity 10 (+0)
Constitution 20 (+5)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 8 (-1)
Size: Medium/Large (powerfull build)
Weight: 540 lb
Total Hit Points: 20
Speed: 20 feet
Armor Class: 15=(base10)+(dex+0) +(armor+5)
Touch AC: 10
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +7 = 2 [base] +5 [constitution]
Reflex save: +0 = 0 [base] +0 [dexterity]
Attack (handheld): +6 = 1 [base] +5 [strength]
Attack (unarmed): +6 = 1 [base] +5 [strength]
Attack (missile): +1 = 1 [base] +0 [dexterity]
Grapple check: +10 = 1 [base] +5 [strength] +4 size
climb +5 bonus from str
jump +5 bonus from str
survival +4 used 4 points
intimidate +4 used 4 points
swim +5 bonus from str
sense motive + 2 racial bonus
listen +4 used 4 points
Light load: 266 lb. or less
Medium load: 267-532 lb.
Heavy load: 533-800 lb.
Lift over head: 800 lb.
Lift off ground: 1600 lb.
Push or drag: 8000 lb.
Languages: Common , gol kaa
masterwork goliath greathammer [3d6, crit x4, 60 lb,two-handed, bludgeoning]
+7 to hit 3d6+7 damage
chainmail 150 gp
2 potions of cure light wounds 100 gp
2 potions of mage armor 100 gp
roll with it
Source: savage spechies
Prerequisite: con 20, toughness feat
Benefit: Damagae reduction 2
Special: You can take this feat multiple times. Its effects stack.
bear totem barbaian bonus feat: toughness
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Last edited by bedford; Monday, 14th April, 2008 at 09:29 AM.