Redclaw's Secret of Whiterock Castle RG




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  1. #1
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    Redclaw's Secret of Whiterock Castle RG

    Here are the brave and brash agents of Cillimar:

    IC Thread
    OOC Thread
    Last edited by Redclaw; Saturday, 5th April, 2008 at 12:38 PM.

 

  • #2
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    Weasel, Lvl 2 Soulknife

    Background

    Withdrawn and irritable, Weasel is often left alone. He is extremely curious however, and will work with others, if neccessary, in order to satisfy that curiosity. His aggressive and self-reliant nature make such alliances unsteady at best.


    Name: Weasel
    Race: Whisper Gnome
    Gender: Male
    Class: Soulknife
    Level: 2
    Alignment: Chaotic Neutral
    Skin: Darkly Tanned
    Height: 3' 6"
    Eyes: Black
    Hair: Black
    Build: Slim, Athletic

    HP: 21
    AC: 18 (22 vs Giant type), Touch: 14, Flat: 15.
    BAB: +1
    Size: Small
    Speed: 30'
    Init: +7
    Perceptions: +8
    Armor Check Penalty: -0
    Loads: Light 0-43, Medium 44-87, Heavy 88-131, Over Head 131, Off Ground 161, Push/Drag 656.
    Current Load: 32 lbs

    Str: 14 (10 pts, -2 Racial)
    Dex: 16 (6 pts, +2 Racial)
    Con: 14 (4 pts, +2 Racial)
    Int: 12 (4 pts)
    Wis: 12 (4 pts)
    Cha: 8 (2 pts, -2 Racial)

    Saves
    Fort: +2, Refl: +6, Will: +4.

    Skills
    Ranks: (4 (Soulknife) +1 (Int) x5) = 25
    Appraise.....................+1 (0 Ranks, +1 Int)
    Balance......................+5 (0 Ranks, +3 Dex, +2 Synergy)
    Bluff..........................-1 (0 Ranks, -1 Cha)
    Climb.........................+2 (0 Ranks, +2 Str)
    Concentration.............+2 (0 Ranks, +2 Con)
    Diplomacy...................-1 (0 Ranks, -1 Cha)
    Disguise......................-1 (0 Ranks, -1 Cha)
    Escape Artist...............+3 (0 Ranks, +3 Dex)
    Forgery......................+1 (0 Ranks, +1 Int)
    Gather Information.......-1 (0 Ranks, -1 Cha)
    Heal..........................+1 (0 Ranks, +1 Wis)
    Hide..........................+16 (5 Ranks, +3 Dex, +4 Size, +4 Racial)
    Intimidate..................-1 (0 Ranks, -1 Cha)
    Jump.........................+4 (0 Ranks, +2 Str, +2 Synergy)
    Listen........................+8 (5 Ranks, +1 Wis, +2 Racial)
    Move Silently..............+12 (5 Ranks, +3 Dex, +4 Racial)
    Ride...........................+3 (0 Ranks, +3 Dex)
    Search.......................+1 (0 Ranks, +1 Int)
    Sense Motive..............+1 (0 Ranks, +1 Wis)
    Spot..........................+8 (5 Ranks, +1 Wis, +2 Racial)
    Survival......................+1 (0 Ranks, +1 Wis)
    Swim.........................+2 (0 Ranks, +2 Str)
    Tumble.......................+8 (5 Ranks, +3 Dex)
    Use Rope....................+3 (0 Ranks, +3 Dex)

    Racial Abilities
    Racial Traits: +2 Dex/Con, -2 Str/Cha
    Size: Small
    Speed: 30' despite their small size
    Spell-Like Ability: Silence 1/day centered on himself
    +1 on Attacks vs Kobolds and Goblinoids
    +4 Dodge Bonus vs Giant types
    +4 Racial Bonus on Hide and Move Silently Checks
    +2 Racial Bonus on Listen and Spot Checks
    Low Light Vision
    Darkvision up to 60'

    Class Granted Abilities
    Mind Blade (Black)
    Weapon Focus Mindblade
    Wild Talent
    Throw Mind Blade (30' Range Increment)

    Feats
    Improved Initiative

    Languages Known
    Common
    Gnome
    Kobold

    Melee Attack Bonus: +4 (+1 BAB, +2 Str, +1 Size)
    Ranged Attack Bonus: +5 (+1 BAB, +3 Dex, +1 Size)

    Attacks
    Mind Blade (Melee): Attack +5 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Move Action to Summon.
    Mind Blade (Ranged): Attack +6 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Range Increment 30', Move Action to Summon.

    Gear
    Small Masterwork Studded Leather (+3 AC, +5 Max Dex, No ACP, Wt 10 lbs) Cost 175gp
    Small Masterwork Buckler (+1 AC, No ACP, Wt 2.5 lbs) Cost 165gp
    Small Backpack
    +Small Bedroll
    +Caltrops x4
    +Small Crowbar
    +50' Silk Rope
    +Small Waterskin
    +Small Rations x10 days (Wt 19.5) Cost 19.6gp

    Potion Cure Light Wounds (1d8+1) x4 Cost 200gp
    Potion Jump (+10, 1 Minute Duration) Cost 50gp
    Potion Hide From Animals (10 Minute Duration) Cost 50gp
    Potion Hide From Undead (10 Minute Duration) Cost 50gp
    Potion Protection From Evil (1 Minute Duration) Cost 50gp
    Remaining Funds: 4sp.
    Last edited by WarShrike; Monday, 7th April, 2008 at 10:26 PM.

  • #3
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    My communities:

    Tulbar the Warmage


    Tulbar the Warmage
    Name: Tulbar
    Race: Deep Halfling
    Class: Warmage 2
    Diety: Yondalla
    Align: N-G
    HPs: 14
    XPs: ?

    Str: 10 (4 pts, -2 Racial)
    Dex: 16 (6 pts, +2 Racial)
    Con: 14 (6 pts)
    Int: 14 (6 pts)
    Wis: 10 (2 pts)
    Cha: 14 (6 pts)


    BAB: +1
    AC: 19, Touch: 14, Flat Footed: 16
    Fort: +3
    Refl: +4
    Will: +4 (+6 vs fear)
    Move: 20' (15')
    Init: +3
    Listen/Spot: +2 / +0
    Loads: Light: 0-25 / Medium 26 - 50 / Heavy 50 - 75
    Deep Halfling Traits

    - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class,
    a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks,
    but she uses smaller weapons than humans use, and her lifting and carrying limits
    are three-quarters of those of a Medium character.
    - Darkvision out to 60 feet.
    - Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
    - +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
    - +2 racial bonus on Listen checks.
    - +1 racial bonus on all saving throws.
    - +2 morale bonus on saving throws against fear:
    This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    - +1 racial bonus on attack rolls with thrown weapons and slings.


    Weapons:
    Dagger (x2) -- +1 To Hit, 1d3 Damage (19-20 x2)
    Sling -- +5 To Hit, 1d3 Damage ( x2)

    Skills:
    Concentration: +7 (5 Ranks, +2 Con Mod)
    Hide: +7 (0 Ranks, +3 Dex Mod, +4 size)
    Knowledge (Arcane): +7 (5 Ranks, +2 Int Mod)
    Knowledge (History): +7 (5 Ranks, +2 Int Mod)
    Move Silently: +3 (0 Ranks, +3 Dex Mod)
    Spellcraft: +9 (5 Ranks, +2 Int Mod, +2 synergy)

    Languages:
    Common, Halfling, Dwarven, Draconic, Elf

    Class Features:
    Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List. There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield.
    Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. For Area of effect spells, such as Fireball, all foes receive the bonus damage. For targeted spells, such as Ray of Fire and Magic Missile, only one target takes the extra damage.

    Feats:
    Class Granted
    Weapon Proficiency -- simple
    Armor Proficiency -- light
    Shield Proficiency -- light
    Chosen
    Point Blank Shot
    Equipment

    Dagger (2x) 15gp 1lbs
    Sling 0gp lbs
    Sling Bullets (x20) 2sp 1 lbs

    MW Chainshirt 400gp 12.5 lbs
    light wooden shield 3gp 2.5 lbs

    Backpack 2gp 0.5lbs
    Bedroll 1sp 1.25lbs
    Scroll Case 1gp 0.5lbs
    Flint and Steel 1gp
    Pouch, Belt 1gp 0.5lbs (medium sized)
    Rations x1 5sp 0.25lbs
    Soap 1gp 2lbs
    Spell Components Pouch 5 gp 2lbs
    Traveller's Outfit 1gp (1.25 lbs)
    Waterskin 1gp 1lbs
    Whetstone 2cp 1lbs
    Sunrod (x2) 4gp 2lbs
    Torch 2cp 2lbs.
    Healing potion (x4) 200gp


    250gp for covaithe's wand


    Total Cost: 890gp, 8sp, 4cp
    Left Over: 9gp, 1sp, 6cp

    Total Weight: 32.25 lbs -> medium load

    Age: 24
    Height: 2'11"
    Weight: 30lb
    Eyes: green
    Hair: brown
    Skin: light tan


    Tulbar's background:

    Tulbar was born to a small and peaceful deep halfling community. He showed arcane talent and was ready to begin his bard apprenticeship. But evil struck the little village. An orc warlord, named Kurgar, destroyed it on his way to a highelf city. Tulbar was one of the few survivors. The elfs , after defeating the murdering horde, gave the remaining Halfling refuge. Here started Tulbar his warmage training.

    Spells:
    0- 6/day (DC 12)
    1- 5/day (DC 13)
    Warmage Spells
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    Last edited by Walking Dad; Thursday, 4th September, 2008 at 09:42 PM. Reason: weight
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  • #4
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    Elwyn Bluefoot, Cleric 2

    Elwyn Bluefoot, Lvl 2 Cleric

    Name: Elwyn Bluefoot
    Race: Human
    Gender: Male
    Class: Cleric
    Level: 2
    XP: 1000
    Alignment: Neutral Good
    Skin: Pale white
    Height: 5'9"
    Eyes: Pale blue
    Hair: Black
    Build: Sturdy and solid

    HP: 18 2d8+4
    AC: 18, Touch: 10 Flat: 18
    BAB: +1
    Size: medium
    Speed: 20' (30' base)
    Init: +0
    Armor Check Penalty: -8
    Loads: Light 0-58, Medium 59-116, Heavy 117-175

    Str: 14 (6 pts)
    Dex: 10 (2 pts)
    Con: 14 (6 pts)
    Int: 08 (0 pts)
    Wis: 16 (10 pts)
    Cha: 14 (6 pts)

    Saves
    Fort: +5, Refl: +0, Will: +6.

    Skills
    skill ranks: (2 (cleric) +1 (human) -1 (int)) x 5 = 10
    Appraise.....................-1 (0 Ranks, -1 Int)
    Balance.......................0 (0 Ranks, +0 Dex)
    Bluff..........................+2 (0 Ranks, +2 Cha)
    Climb.........................+2 (0 Ranks, +2 Str)
    Concentration..............+7 (5 Ranks, +2 Con) (+11 for defensive casting)
    Diplomacy...................+2 (0 Ranks, +2 Cha)
    Disguise.....................+2 (0 Ranks, +2 Cha)
    Escape Artist................0 (0 Ranks, +0 Dex)
    Forgery......................-1 (0 Ranks, -1 Int)
    Gather Information.......+2 (0 Ranks, +2 Cha)
    Heal..........................+3 (0 Ranks, +3 Wis)
    Hide............................0 (0 Ranks, +0 Dex)
    Intimidate..................+2 (0 Ranks, +2 Cha)
    Jump.........................+2 (0 Ranks, +2 Str)
    Listen........................+3 (0 Ranks, +3 Wis)
    Knowledge (religion).....+4 (5 Ranks, -1 Int)
    Move Silently................0 (0 Ranks, +0 Dex)
    Ride............................0 (0 Ranks, +0 Dex)
    Search.......................-1 (0 Ranks, -1 Int)
    Sense Motive..............+3 (0 Ranks, +3 Wis)
    Spot..........................+3 (0 Ranks, +3 Wis)
    Survival......................+3 (0 Ranks, +3 Wis)
    Swim.........................+2 (0 Ranks, +2 Str)
    Tumble........................0 (0 Ranks, +0 Dex)
    Use Rope.....................0 (0 Ranks, +0 Dex)

    Spells
    Deity: Pelor
    Domains: Strength, Sun
    Spells per day: 4/2+1
    Spells prepared: (Save DC 13+spell level)
    0: Detect Magic, Light, Light, Create Water
    1: Enlarge person (D), Prot from Evil, Bless

    Feats
    Improved Turning
    Combat Casting

    Class and domain abilities
    Cleric: Turn undead 5/day. Turning check: 1d20+4 (+2 cha, +2 for 5 ranks kn(relig)), HD turned: 2d6+4 (+2 cleric levels, +2 cha).
    Strength domain: add cleric level to str for 1 round as a free action 1/day
    Sun domain: Greater turning 1/day: undead are destroyed instead of turned

    Languages Known
    Common

    Melee Attack Bonus: +3 (+1 BAB, +2 Str)
    Ranged Attack Bonus: +1 (+1 BAB)

    Attacks
    MW Heavy Mace: +4, damage 1d8+2 /x2 bludgeoning

    Gear
    Banded mail (250 gp, 35 lb, ACP -6)
    Heavy wooden shield (7 gp, 10 lb, ACP -2)
    MW Heavy mace (312 gp, 8 lb)
    Holy water, 2 flasks (50 gp, 2 lb)
    Holy symbol, silver (25 gp, 1 lb)
    Wand of cure light wounds 1d8+1, 50 charges (750 gp, -)
    Backpack (2 gp, 2 lb)
    +Bedroll (1 sp, 5 lb)
    +Waterskin (1 gp, 4 lb)
    +Rations, 5 days (2.5 gp, 5 lb)

    Weight carried: 72 lb
    Remaining Funds: 250 gp, 4sp.


    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.

    tracking

    money

    • +900g starting gold
    • -250g banded mail
    • -7g heavy wooden shield
    • -312g MW heavy mace
    • -50g 2x holy water flask
    • -25g silver holy symbol
    • -2g backpack
    • -1 sp bedroll
    • -1 gp waterskin
    • -2.5 gp 5 days trail rations
    • +240 gp contribution from Tulbar towards CLW wand
    • +140 gp contribution from Weasel towards CLW wand
    • +130 gp contribution from Freya towards CLW wand
    • -750 gp wand of CLW


    Current total 10 gp 4 sp



    xp

    Starting xp 1000

    Current total 1000

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  • #5
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    Talon: Half-Orc Barbarian-Druid

    Talon

    Talon
    Male Half-Orc Barbarian 1 / Druid 1
    True Neutral
    Representing H4H


    Strength 18 (+4)
    Dexterity 12 (+1)
    Constitution 14 (+2)
    Intelligence 10 (+0)
    Wisdom 14 (+2)
    Charisma 6 (-2)
    Size: Medium
    Height: 6' 1"
    Weight: 380 lb
    Skin: Brown
    Eyes: Amber
    Hair: Dark Brown; Straight; Thick Beard / Hirsute


    Total Hit Points: 22

    Speed: 40 feet [barbarian]

    Armor Class: 15 = 10 +2 [leather] +2 [heavy wooden] +1 [dexterity]

    Touch AC: 11
    Flat-footed: 14
    Initiative modifier: +1 = +1 [dexterity]
    Fortitude save: +6 = 4 [base] +2 [constitution]
    Reflex save: +1 = 0 [base] +1 [dexterity]
    Will save: +4 = 2 [base] +2 [wisdom]
    Attack (handheld): +5 = 1 [base] +4 [strength]
    Attack (unarmed): +5 = 1 [base] +4 [strength]
    Attack (missile): +2 = 1 [base] +1 [dexterity]
    Grapple check: +5 = 1 [base] +4 [strength]


    Light load: 100 lb. or less
    Medium load: 101-200 lb.
    Heavy load: 201-300 lb.
    Lift over head: 300 lb.
    Lift off ground: 600 lb.
    Push or drag: 1500 lb.
    Languages: Common Druidic Orc


    Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]

    Longbow [1d8, crit x3, range inc 100 ft., 3 lb, two-handed, piercing]

    Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]

    Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

    Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]


    Feats:

    Extra Rage
    Type: General
    Sources: Complete Warrior
    Masters of the Wild
    You may rage more frequently than normal.
    Prerequisite: Rage or frenzy ability.
    Benefit: You rage or frenzy two more times per day than you otherwise could.
    Special: You can take this feat multiple times. Its effects stack.


    Traits:
    Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
    Orc Blood: For all effects related to race, a half-orc is considered an orc.


    Fast Movement (Ex)
    A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

    Rage (Ex)
    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.


    Shapeshift (Ex)
    As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Note
    that shapeshifting does not cause you to heal. You do not need to return to your normal form before changing to a different shape. At first level, you can take
    a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature. No mater what it looks like, its ability scores are the
    same for all Shapeshifting Druids. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting). All your
    possessions meld into your new form and become non-functional until you return to your normal form. Unless noted otherwise, you remain the same size.
    Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as
    ‘magic’ for purposes of overcoming Damage Reduction. If you become Unconscious or are killed, you revert to your normal form.
    In effect, this is a simplified Wild Shape.
    Predator Form – typically a Wolf, Panther, etc.
    a) +4 Enhancement bonus to Strength;
    b) +4 improvement to your Natural Armor;
    c) base Land speed becomes 50’;
    d) gain a Bite attack that does 1d6 if you are Medium;
    e) at 5th level, you gain Feat: Mobility when in this form.

    Nature Sense (Ex):
    A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

    Wild Empathy (Ex):
    A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
    Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

    Druid Spells per Day
    0) 3 [Cure Minor Wounds, Detect Magic, Detect Poison]
    1) 2 [Magic Fang, Produce Flame]


    Skills
    Climb +4 [str] +4 [ranks] = +8
    Jump +4 [str] +4 [ranks] +4 [spd] = +12
    Knowledge (nature) +0 [int] +2 [ranks] +2 [druid] +2 [survival] = +6
    Listen +2 [wis] +5 [ranks] = +7
    Survival +2 [wis] +5 [ranks] +2 [druid] = +9


    Equipment: 2gp
    Wand of Lesser Vigor (750gp)
    Club (0gp)
    Scimitar (15gp)
    Longbow (75gp)
    20 arrows (1gp)
    Leather Armor (10gp)
    Heavy Wooden Shield (7gp)
    Spell Component Pouch (5gp)
    Portable Ram (20gp)
    Standard adventurer's kit (15 gp)
    backpack, belt pouch, bedroll, flint and steel, two sunrods, ten days trail rations, 50' hemp rope, waterskin


    Notes:
    Rage Stats [Str 22, Con 22, AC 13, HP 26, Will +6, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +14]

    Predator Stats [Str 22, Move 60, Melee Atk +7, Dmg 1d6+6, Climb +10, Jump +22]

    Predator/Rage [Str 26, Con 22, AC 13, HP 26, Will +6, Move 60, Melee Atk +9, Dmg 1d6+8, Climb +12, Jump +24]


    Tracking
    XP: 1000
    Last edited by hero4hire; Friday, 4th April, 2008 at 04:14 AM.
    http://leb.wikia.com/wiki/LEB:PC:Filo_d%27Jorasco_(Hero4Hire)

  • #6
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    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.

    Skills
    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)

    Equipment
    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]


    Bardic talents:
    Spoiler:

    Bardic Knowledge +2 Bard +2 Intelligence +2 History = +6
    A bard may make a special bardic knowledge check … to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    DC Type of Knowledge
    10 Common, known by at least a substantial minority of the local population.
    20 Uncommon but available, known by only a few people, legends.
    25 Obscure, known by few, hard to come by.
    30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
    Bardic Music
    Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). [B]ardic music … [is] activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
    Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
    Countersong (Su)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
    Fascinate (Sp)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
    To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    Inspire Courage (Su)
    A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    Last edited by the_myth; Sunday, 6th April, 2008 at 09:27 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..




    Rungner
    Male goliath bear totem barbarian 1
    chaotic good



    Strength 20 (+5)
    Dexterity 10 (+0)
    Constitution 20 (+5)
    Intelligence 8 (-1)
    Wisdom 8 (-1)
    Charisma 8 (-1)
    Size: Medium/Large (powerfull build)
    Height: 7.4
    Weight: 540 lb
    Skin: grey
    Eyes: green

    Total Hit Points: 20

    Speed: 20 feet

    Armor Class: 15=(base10)+(dex+0) +(armor+5)
    Touch AC: 10
    Flat-footed: 15
    Initiative modifier: +0 = +0 [dexterity]
    Fortitude save: +7 = 2 [base] +5 [constitution]
    Reflex save: +0 = 0 [base] +0 [dexterity]
    Will save:0
    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

    Skills:
    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
    330 gp

    chainmail 150 gp

    2 potions of cure light wounds 100 gp

    2 potions of mage armor 100 gp

    gold: 120

    Feats:

    roll with it
    Type: General
    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



    Rage (Ex)
    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.

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