[Rogue's Gallery] Paths of Legend: The Sunless Citadel

crazy_monkey1956

First Post
This is the character thread for the Paths of Legend: The Sunless Citadel play-by-post.

XP Totals and Player Status

Corashkael (played by ethandrew) - 140

Darik (played by maddmic) - 140

Delber Alexivich (played by Scott DeWar) - 140

Kelset (played by Max) - 140

Lenya (played by Thanee) - 140

Merenita (played by Yttermayn) - 273

Vardok (played by Arkhandus) - 145

Inactive Characters

Athanil (played by Atanatotatos) - 223

Finlil (played by Walking Dad) - 0

Rashana (played by evillyn666) - 140

Ringrill (played by Wiggimuck) - 223
 
Last edited:

log in or register to remove this ad

evillyn666

First Post
[sblock=Rashana, Human Sorceress]
Code:
---------------------------------------------------------------------------
PC Name : Rashana           Gender : Female        HD : 1
Player  : evillyn666        Height : 5'9"
Race    : Human (Thune)     Weight : 128 lb.       HP : 6 / 6
Class   : Sorcerer          Age    : 18            Current/Normal
Level   : 1                 Hair   : Black
Align   : Neutral Good      Eyes   : Brown         XP : 0
Deity   : None              Speed  : 30'           Needed for
Size    : Medium                                   Next Level : 1000

SHEET UPDATED : 2/07/2009

---------------------------------------------------------------------------
ABILITIES
 
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score
STR : 10     --     --     --      10 / +0
DEX : 14     --     --     --      14 / +2
CON : 14     --     --     --      14 / +2
INT : 14     --     --     --      14 / +2
WIS : 10     --     --     --      10 / +0
CHA : 16     --     --     --      16 / +3

+1 ability increase every 4th level is added to base number.

---------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                         BASE ATTACK BONUS
  AC Total        : 12                MELEE         RANGED
  AC Flat-Footed  : 10                  Total : +0    Total : +2
  AC Touch Attack : 12                  Base  : +0    Base  : +0
  Base            : --                  STR   : +0    DEX   : +2
  Armor           : --                  Misc. : --    Misc. : --
  Shield          : --
  Dexterity       : +2                INITIATIVE
  Size            : --                  Total : +6
  Magic           : --                  DEX   : +2
  Misc.           : --                  Misc. : +4

---------------------------------------------------------------------------
SAVING THROWS

           Total   Base  Ability  Misc  Magic
Fortitude : +2  =   0      +2      +0    +0
Reflex    : +2  =   0      +2      +0    +0
Will      : +2  =   2      +0      +0    +0

---------------------------------------------------------------------------
RACIAL TRAITS

+1 skill point per level
bonus feat

---------------------------------------------------------------------------
FEATS                                 Indicate for level, class, race, etc.

Improved Initiative (hu)
Skill Focus (Concentration) (1st)

---------------------------------------------------------------------------
LANGUAGES

Common (Thune)
Draconic
Auran

---------------------------------------------------------------------------
CLASS ABILITIES                             Indicate current abilities only

Familiar (Hawk) (ritual pending!)
Spell Casting Level 1

---------------------------------------------------------------------------
NOTES ON ABILITIES

---------------------------------------------------------------------------
SKILLS                        Fill in skills you have ranks in AND skills
                              that can be used untrained. Mod is the final
Skill Point Total     : 20    score, Rnk is the number of ranks attained
Max Class ranks       : 4     in the skill, Abl is the related ability
Max Cross-Class ranks : 2     modifier, and Msc is for any miscellaneous
                              bonus from feats, race, synergy, etc.

Class
Skill                                                        Related
    Mod    =  Rnk  Abl  Msc  |  Skills:                      Ability
    +2     =   0   +2   +0   |  Appraise                     (INT)
    +2!    =   0   +2   +0   |  Balance                      (DEX)
X   +7     =   4   +3   +0   |  Bluff                        (CHA)
    +0!    =   0   +0   +0   |  Climb                        (STR)
X   +9     =   4   +2   +3   |  Concentration                (CON)
X   +0     =   0   +2   +0   |  *Craft:                      (INT)
    +0 t   =   0   +2   +0   |  Decipher Script              (INT)
    +5     =   2   +3   +0   |  Diplomacy                    (CHA)
    +0 t   =   0   +2   +0   |  Disable Device               (INT)
    +3     =   0   +3   +0   |  Disguise                     (CHA)
    +2!    =   0   +2   +0   |  Escape Artist                (DEX)
    +2     =   0   +2   +0   |  Forgery                      (INT)
    +3     =   0   +3   +0   |  Gather Information           (CHA)
    +0 t   =   0   +3   +0   |  Handle Animal                (CHA)
    +0     =   0   +0   +0   |  Heal                         (WIS)
    +2     =   0   +2   +0   |  Hide                         (DEX)
    +3     =   0   +3   +0   |  Intimidate                   (CHA)
    +0!    =   0   +0   +0   |  Jump                         (STR)
X   +4     =   2   +2   +0   |  *Knowledge: arcana           (INT)
    +0     =   0   +0   +0   |  Listen                       (WIS)
    +2!    =   0   +2   +0   |  Move Silently                (DEX)
    +0 t   =   0   +2   +0   |  Open Lock                    (DEX)
    +3     =   0   +3   +0   |  *Perform:                    (CHA)
X   +0 t   =   0   +0   +0   |  *Profession:                 (WIS)
    +2     =   0   +2   +0   |  Ride                         (DEX)
    +2     =   0   +2   +0   |  Search                       (INT)
    +2     =   2   +0   +0   |  Sense Motive                 (WIS)
    +0!t   =   0   +2   +0   |  Sleight of Hand              (DEX)
X   +4 t   =   2   +2   +0   |  Spellcraft                   (INT)
    +0     =   0   +0   +0   |  Spot                         (WIS)
    +0     =   0   +0   +0   |  Survial                      (WIS)
    +0!    =   0   +0   +0   |  Swim                         (STR)
    +0!t   =   0   +2   +0   |  Tumble                       (DEX)
    +0 t   =   0   +3   +0   |  Use Magic Device             (CHA)
    +2     =   0   +2   +0   |  Use Rope                     (DEX)

! = Armor Check Penalty (-0) applies
t = trained only
* = Requires specialization

---------------------------------------------------------------------------
SPELLS
 
                Base       Ability
LVL    DC     Spell/Day     Bonus      Spell Per Day      Known
 0     13         5      +    0     =        5              4
 1     14         3      +    1     =        4              2

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Detect Magic, Ghost Sound, Message, Prestigidation

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Magic Missile, Silent Image

---------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the
                        weapon. Monks should list bare-handed attacks here.

NAME : Spear              NAME : Dagger             NAME : Light Crossbow
ATT  : +0/+2              ATT  : +0                 ATT  : +2
DMG  : 1D8                DMG  : 1D4                DMG  : 1D8
CRIT : x3                 CRIT : 19-20/x2           CRIT : 19-20/x2
RNG  : 20'                RNG  : 10'                RNG  : 80'
WGHT : 6                  WGHT : 1                  WGHT : 4
SIZE : 2H Medium          SIZE : Light Medium       SIZE : Medium
TYPE : Piercing           TYPE : Piercing           TYPE : Piercing
PROPERTIES :              PROPERTIES :              PROPERTIES :
COST : 2                  COST : 2                  COST : 35

GRAPPLE BONUS: +0 BAB +0 STR +0 SIZE = +0

---------------------------------------------------------------------------
PROTECTION

ARMOR                                    SHIELD
  NAME          :                           NAME          :
  TYPE          :                           TYPE          :
  AC BONUS      :                           AC BONUS      :
  MAX DEX       :                           CHECK PENALTY :
  CHECK PENALTY :                           SPELL FAILURE :
  SPELL FAILULE :                           WGHT          :
  SPEED         :                           PROPERTIES    :
  WGHT          :                           COST          :
  PROPERTIES    :
  COST          :

---------------------------------------------------------------------------
EQUIPMENT

Cost   Wt    #   Item                                   Notes
   2   6.0       spear
   2   1.0       dagger
  35   4.0       light crossbow
   2   2.0   20  bolts
   5   2.0       spell component pouch
   2   2.0       backpack
   1   4.0       --waterskin
   2   4.0    4  --trail ration
   6   3.0    3  --sunrod
   5   0.0    5  --tindertwig
 0.1   0.0   10  --chalk
 0.2   0.2       --soap (0.2 lb.)
   1   0.5       --scroll case
   8   0.0       --ink (8 oz.)
 0.1   0.0       --inkpen
 0.6   0.0    3  --parchment

TOTAL WEIGHT W/O BACKPACK: 15.0 (light)
BACKPACK WEIGHT: 13.7
TOTAL WEIGHT W/ BACKPACK : 28.7 (light)

---------------------------------------------------------------------------
MAGIC ITEMS          List items weights, costs, location, number of charges


---------------------------------------------------------------------------
ENCUMBERANCE

    LOAD   (WEIGHT)         MOVEMENT & PENALTIES
[X] Light  (0 - 33 lbs)     30 ft
[ ] Medium (34 - 66 lbs)    20 ft, Max Dex +3, Chk Pen -2, Run x4
[ ] Heavy  (67 - 100 lbs)   20 ft, Max Dex +1, Chk Pen -6, Run x3

---------------------------------------------------------------------------
TREASURE                                                 List where carried

PP:
GP: 3
SP:
CP:

MISC.:

GEMS:

---------------------------------------------------------------------------
FAMILIAR (ritual pending!)

Name : Typhon           BAB     : +0        Speed : 10' (60' fly) 
Size : tiny             Init    : +2        HD    : 1
Type : magical beast    Grapple : -10       HP    : 3 / 3
Space: 2.5'             Reach   : 0'           Current/Normal
Attack : talons +5 melee (+2 size +3 DEX)
Armor Class   : 18 (+2 size +3 DEX +3 natural)
  Touch       : 15
  Flat-Footed : 15
Saves
  Fort : +2 (+2 base)
  Ref  : +5 (+2 base +3 DEX)
  Will : +4 (+2 base +2 WIS) 
Ability Scores
       Base  Modifier
  STR :  6     -2
  DEX : 17     +3
  CON : 10     +0
  INT :  6     -2
  WIS : 14     +2
  CHA :  6     -2
Notable Skills
  Listen :  +2 (+2 WIS)
  Spot   : +14 (4 ranks +8 race +2 WIS) 
Special Abilities
  weapon finesse
  low-light vision
  improved evasion
  share spells
  empathic link

---------------------------------------------------------------------------
HISTORY / BACKGROUND

Rashana’s family hails from the abandoned Thune colony with a long
and twisting history that reaches far back to the empire proper. The
gift of sorcery is a well kept secret that has been passed down
through the maternal side of the family tree. In this recent century,
however, that power has unfortunately been waning over time and has
begun to skip entire generations. Rashana’s maternal grandmother, a
kind but shrewd old crone, had been blessed with this gift.
Unfortunately she chose to live a quiet life of familial devotion
rather than develop this power to its fullest.
 
Rashana is the eldest sibling of her immediate family followed by
two younger brothers. Her father does fairly well for himself and
works as traveling merchant scouring the land for the next commercial
opportunity or sometimes brokering trade agreements on behalf of
interested parties back in Thune. Authority within the family is
vested solely with Rashana’s father with females expected to assume
subservient roles. Despite being the eldest, Rashana learned to
quietly accept such inequality as her father poured most of his time
and attention into her brothers in teaching them the family trade.
While her mother was always left at home, Rashana was made to
accompany her father on his business trips and look after the needs
of her brothers. And although she never participated directly in his
numerous negotiations, she was often present as quiet observer. One
of her father’s more overused tactics was to use the beauty of his
daughter as a weapon of distraction during business dealings.
 
Rashana’ childhood was not with out any love or attention. Her main
tier of support was provided by her grandmother who noticed the gift
within Rashana early on. Under a veil of secrecy, she quietly
tutored her grand daughter in the art of sorcery with focus on
control and secrecy. Rashana, much to her dismay, was taught to hide
her gift for her grandmother feared that her father would surely
attempt to exploit it should she be discovered.
 
Rashana’s father has recently arrived in Oakhurst for an extended
business venture. With her brothers much more older (and thankfully
self-sufficient) and participating in the business full time, there
is little for Rashana to do except occasionally act as a pawn in
negotiations. She is brought along more out of habit than for any
real need and her ever busy father has not bothered to keep track of
her. The situation has provided the sorceress with an opening to
explore, practice her magic, and perhaps strike out on her own for a
bit. The idea that she should simply hide such a gift never truly sat
right with the young woman all of these years. She yearned for an
opportunity to put her talents towards a good cause.
 
Rashana technically stands at rather average height but carries
herself with a graceful poise so as to appear at least an inch or two
taller. She naturally exudes a sense of serene calm and a startling,
almost exotic, beauty at first glance. Long jet black curls hair frame
a rich olive complexion that is accentuated by a pair dark hazel eyes.
Sadly the bulk of her voluminous hair is tucked underneath a pale azure
headscarf in an act of ingrained traditional modesty. Rashana’s simple
attire consists in part of loosely flowing alabaster blouse and long
dress trimmed at the hem with swirls of blue.
[/sblock]
 
Last edited:

ethandrew

First Post
[sblock=Corashkael Ferahar]Corashkael Ferahar

Male Qualine Elf Fighter
Alignment: CG
ECL: 1

Abilities: (32)
STR - 14 (6 Points)
DEX - 18 (10 Points + 2 Racial)
CON - 10 (4 Points – 2 Racial)
INT - 14 (6 Points)
WIS - 12 (4 Points)
CHA - 10 (2 Points)

HP: d10 = 10
Speed: 30ft
Initiative: +4
EXP: 1/1000

AC: 17 (+ 4 Dex + 3 Studded Leather)
Flat Footed AC: 13
Touch AC: 14

Saves:
Fort: 2
Reflex: 4
Will: 1

BAB/Ranged/Grapple: +2/+4/+2

Weapons:
Longbow +5 1d8 x3 100ft Range
Longsword +3 1d8+2 19-20/x2

If Ranged within 30ft:
Longbow +6 1d8+1 x3 100ft Range

Class Abilities:
Light, Medium, Heavy Armor Proficiency
Simple and Martial Weapon Proficiency

Racial Abilities:
Immune to Sleep Effects
+2 saving throw bonus versus enchantment spells or effects
Low-Light Vision
+2 Racial bonus to Listen, Spot, and Search checks.
If passing 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.


Skills:
Climb – 5 (4 Ranks + 2 Str – 1 Armor Check Penalty)
Craft Bowmaking – 4 (2 Ranks + 2 Int)
Handle Animal – 1 (1 Rank + 0 Cha)
Knowledge Nature – 3 (1 CC Rank + 2 Int)
Listen – 3 (0 Ranks + 1 Wis + 2 Racial)
Ride – 5 (1 Rank + 4 Dex)
Search – 4 (0 Ranks + 2 Int + 2 Racial)
Spot – 5 (2 CC Ranks + 1 Wis + 2 Racial)

Feats:
Point Blank Shot
Precise Shot

Languages:
Common
Elven
Halfling
Dwarven

Equipment: Cost
Backpack 2gp
Longsword 15gp
Longbow 75gp
Studded Leather 25gp

In/On Backpack:
Bedroll 1sp
Flint and Steel 1gp
Waterskin 1gp
Trail Rations 2gp

Total Money: 3gp, 9sp

Physical Appearance:
Corashkael Ferahar is a tall, slender Qualine elf, possessing the typical pale traits of his kind. His sinewy musculature would indicate his dedication to personal training. His skin is a pale white and in direct sunlight, the pale blue of his now visible veins matches that of his eyes. His hair he keeps pulled naturally back, a few wavy curls cascade through the light golden tresses. He is unremarkably handsome, a kind face but one not long-remembered.

Age: 132
Height: 5’3”
Weight: 105
Eyes: Blue-Grey
Hair: Pale Blonde
Skin: Milky White

Background:
Corashkael Ferahal, was born in a cold winter many years ago. The infant mortality rate was high for those few seasons, very unusual for the Qualine elves. His mother, mate to the town leader of Arifel, had a difficult labor, but Corashkael was the first healthy child born in quite some time, and the first for his parents. Being born under such circumstances to a family of station, he was named accordingly, Corashkael translating to “Legend of Great Fate,” a name he has regretted and attempted to downplay his entire life.

He fostered with the best and brightest in his city, though he never cared enough to take much of it in. He had no magical aptitude, never truly felt in tune with the woods as some of his brethren did, but he was always fit and athletic, nimble yet strong. He took to the sword and bow, much as they did to him.

Corashkael never appreciated the burden of needing to live up to high expectations. Instead he liked to fly under the radar, which was hard to do in Arifel. And so at his family’s insistence, in order to gain worldly knowledge, enhance his abilities, and to hopefully improve relations and create connections with the other races, Corashkael was sent to experience his own stories, to grow to possess the power needed to one day lead.

Personality:
Corashkael prefers to go by Kael, as it translates to Archer and helps hide his burdensome name. He is introverted, yet not due to shyness or social awkwardness. It can be better attributed to a somewhat apathetic nature he developed in resentment to his preset life. He didn’t have many friends, spending a lot of time alone training, reading, or writing. Oftentimes he can be found writing in a small book. He is polite and cordial when approached, but can at times appear disinterested among the shorter-lived races.[/sblock]
 

Thanee

First Post
Lenya
female Human, 1st-level Fighter (140 XP; dire rat in pit)
Medium Humanoid (Human)

Hit Dice: 1d10+2 (12 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16[18] (+2 Dex, +4 armor, [+2 shield]), touch 12, flat-footed 14[16]
Base Attack/Grapple: +1/+4
Attack: Guisarme +4 melee (2d4+4/x3) or Longsword +4 melee (1d8+3/19-20) or Flail +4 melee (1d8+3)
Full Attack: Guisarme +4 melee (2d4+4/x3) or Longsword +4 melee (1d8+3/19-20) or Flail +4 melee (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Skills: Climb* +7(4), Jump* +7(4), Listen +3(2cc), Spot +3(2cc), Swim** +7(4); * Armor Check Penalty -2/-2
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Combat Expertise, Improved Trip, Combat Reflexes
Alignment: Neutral

Lenya stands 5 ft. and 8 in. tall, with an athletic physique from years of practice. She is 19 years old. Lenya has shoulder-long, auburn hair and green eyes, revealing her Trandaran ancestry. Her slender body is wrapped in brown leathers and protected by a chainshirt. At her side, she has a longsword and a dagger, a flail and a wooden shield are attached to her backpack, and in her hands she carries a wicked polearm with a hooked blade.

Lenya speaks Common, Goblin and Orc.

Equipment: Guisarme, Longsword, Flail, Dagger, Chainshirt, Heavy Wooden Shield, Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Belt Pouch, Flint and Steel, Sack, Waterskin, Trail Rations (4); 1 gp, 3 sp, 0 cp.

Background: Hailing from Drylake, Lenya's parents originated from Trandar but got swept to the port city in the past, where they found a new home. Lenya had always liked being outdoors, climbing the trees or swimming in the ocean. All the foreign people in the tradepost irritated her, and so she often kept to herself. She quickly learned, that there are dangers lurking everywhere and it didn't take long until she learned how to defend herself, and she proved to be quite talented, too. It was the path she wanted to go, and so she went, undergoing rigorous training every day, becoming the warrior she is today.

In an encounter with a goblin band, she got a cut across the left eye, the scar that is still visible always reminds her of her carelessness on that day. While the eye was only slightly hurt, it's twitching sometimes, but its mostly a minor nuisance.
 
Last edited:

Wiggimuck

First Post
[sblock=Ringrill] Ringrill Sylvan Elf Bear Totem* Barbarian 1 Alignment CN

Str 20 +5 (16 points = 18 + 2 wood elf)
Dex 14 +2 (4 points = 12 + 2 wood elf)
Con 12 +1 (6 points = 14 - 2 wood elf)
Int 10 +0 (4 points = 12 - 2 wood elf)
Wis 10 +0 (2 points)
Cha 8 -1 (0 points)

HP 16
AC 18 (T12, F16)
Fortitude +3
Reflex +2
Will +0 (+2 vs. enchantment, immune to sleep)

Longsword +6/1d8+5
Javelin +3/1d6+5
Touch +6, Grapple +7/1d3+5

Light 0-100, Med 101-200, Hvy 201-300, Current 111, Ht 4'4'' Wt 200 lbs

Skills: (AC penalty -4/-2)
Climb 5 (4 ranks + 5 strength - 4 AC)
Swim 1 (4 ranks + 5 strength - 8 AC)
Listen 6 (4 ranks + 2 elf)
Survival 4 (4 ranks)
Spot 2 (2 elf)
Search 2 (2 elf)
Jump -7 (5 strength - 6 AC - 6 speed)
Balance -4 (2 dexterity - 6 AC)

Feats & Special Abilities: Sylvan Elf Traits, Berserker Strength, Toughness, Weapon Focus (Grapple)

Equipment: Scale Mail, Hvy Steel Shield, Longsword, Javelin x3, Sling x20, Club, Flint & Steel, Torch, Rope 50', Grappling Hook, Oil x4, Caltrops x4, 4 gp, 5 sp, 9 cp

*From Unearthed Arcana, Trades fast movement, trap sense, uncanny dodge, improved uncanny dodge for toughness, improved grapple, +4 grapple while raging, great fortitude [/sblock]

[sblock=Background]Ringrill comes from a small barbarian tribe of sylvan elves that has survived through the years by adapting to the lives of grizzly bears in the frozen northwest. The sylvans eat fish and nuts, live in caves, and remain docile and sleepy for the winter. The respected elders of the tribes are druids who can live as bears in their physical form.

Why did Ringrill leave his frozen mountains and come to civilized parts? Not even he knows. An itch perhaps of wanderlust or maybe it is destiny.

It started with the arduous trek eastward to the Sylvan Court. Ringrill was accompanying Lerfla, a druid and elder of the tribe, and Finlil, one who posses an array of rare talents, for a gathering with their Sylvan brethren.

In the Sylvan Court Ringrill encountered Athanil, a short-lived human folk who grew up as a Sylvan and was looking to head South. The smell of wolf that wafted off this human at first was an irritating scent and Ringrill did not turn his back to Athanil for fear of being bitten in his hind leg. But Athanil's deep wisdom and druidic practice proved to Ringrill that he would be a valuable companion.
[/sblock][FONT=&quot]
[/FONT]
 
Last edited:

Yttermayn

First Post
[sblock=Merenita]

Merenita
Alignment: Neutral Good
Deity: None
Race: Arenea
Class: Arenea (1)

Experience Points: 0

Ability Scores

Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 9 (+0)
Charisma: 15 (+2)

Combat Stats

Hit Points: 13
Armor Class: 13 ; +3 [dexterity]
Touch Armor Class: 13
Flat-Footed Armor Class: 10
Speed: 30; [25/climb]
Initiative: +3 [dexterity]
Base Attack Bonus: +1
Grapple: +2 [strength]
Melee Attack: +2
Ranged Attack: +3

Saving Throws

Fortitude Save: +5
Reflex Save: +5
Will Save: +0

Skills
Climb 10 = +0[Ranks] +2[Str] +8[Racial]
Concentration 5 = +2[Ranks] +3[Con]
Escape Artist 4 = +1[Ranks] +3[Dex]
Jump 5 = +1[Ranks] +2[Str] +2[Racial]
Listen 6 = +4[Ranks] +0[Wis] +2[Racial]
Spot 6 = +4[Ranks] +0[Wis] +2[Racial]

Feats

1st Level: Ability Focus (Poison) (+2 DC Poison)

Racial Traits
Starting Ability Score Adjustments: + 2 Dex, +2 Cha.
Size: Medium.
Speed: Aranea base land speed is 30 feet. Aranea also have a climb speed of 25 feet. This provides the aranea with a +8 racial bonus to Climb checks. The aranea may always take 10 on a Climb checks.
Darkvision 60’
Low-light Vision
+2 racial bonus on Jump, Listen and Spot checks.
Araneas are Magical Beasts with the Shapechanger subtype.
Automatic Languages: Common and Sylvan. Bonus Languages: None.
Favored Class: Sorcerer. Actual sorcerer levels and the aranea’s base spellcasting ability stack when determining spells known, spells per day and other effects based on caster level. For example, a 2nd level aranea sorcerer has the same spells per day, spells known and caster level of a 5th level sorcerer.

Relevant Class Features
(See CM’s progression for full list)


Weapon and Armor Proficiency: Araneas are not proficient with any weapons, other than its natural weapons, and are not proficient with any armor or shields.
Bite: At 1st level, the aranea can make a bite attack with its mandibles, dealing 1d4 damage. At 3rd level the damage increases to 1d6.
Poison (Ex): At 1st level, the aranea delivers poison with its bite attack. The poison deals 1d3/1d3 Str damage. The Fort save to resist has a DC of 10 + the aranea’s Con modifier.
Current Poison DC: 15
Change Shape (Su): At 1st level, the aranea gains a limited ability to assume a spider/humanoid hybrid shape for up to an hour at a time, 3 times per day. While in this form, the aranea can still utilize its bite and webs and can also use weapons. The aranea’s speed in this form is 30 feet (speed increases gained at later levels apply only to the aranea’s spider form). At first glance, the aranea appears to be a Medium humanoid, but a DC 18 spot check (or a Disguise check, if higher) reveals the aranea’s fangs and spinnerets1.
Languages

Common, Sylvan

Gear/Equipment/Valuables

Merenita never had much material wealth to begin with, and currently has little use for items. A few things are scattered about in what passes for her lair: A pair of spiked gauntlets (5gp), a couple of shortspears (4gp), a set of studded leather armor (25gp), a backpack (2gp), and a pouch with 14gp inside.

What she’s often Carrying:
Nothing at this time.

Description

Weight: 120
Gender: Female
Description: Merenita resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. Instead of being frightening, however, her natural form possesses an alien beauty. When excited or happy, portions of her body scintillate as if diamond dust were imbedded just under the surface. When angered, the scintillations turn a deep, ultraviolet amethyst. Her overall shape is sleek, streamlined, and graceful. Merinita’s hybrid form at first glance appears to be that of a fairly attractive (by human standards), raven-haired girl with slightly pointed ears and a narrow face. To close observers of human behavior, it may seem like her tongue moves around in her mouth a lot, occasionally pressing her cheek outward as if she were cleaning her teeth with it.

Background

Merenita is unaware of the rest of her kind, or where they dwell. By pure accident, she was lost to her mother amid a swarm of other younglings and she drifted away on a long, silken strand, riding the winds until she landed. From there she survived as a beast, hunting and growing to her present nearly-adult size. It is only recently that she has crested the cusp of maturity and begun to develop her adult features. Her home is literally a crack in the earth that runs deep. She has never explored its further depths. With her newfound sentience, however, she has felt a longing for something more than scrabbling around in the ground, eating things, and jabbering to herself in some instinctive language. She has no idea what to make of her hybrid form. It is a curiosity to her and seems to serve no useful purpose. Merenita is woefully ignorant of the rest of the world and other sentient beings.

[/sblock]
 
Last edited:

Arkhandus

First Post
Vardok Stonekennel, dwarven rogue

Appearance: Standing just over 4 feet tall, Vardok is a stout hill dwarf with broad shoulders and a muscular body, with little fat and no signs of pampering or easy living. His skin is a moderate shade of tan with some old bite marks here and there, his eyes are steely blue, and his hair is a short tangle of dark red curls with a short, scruffy beard. Vardok's nose is a bit bulbous and his eyebrows are thick and bushy.

He wears faded, brown leather armor, with a hooded brown cloak and sturdy boots. A backpack holds his supplies and a grappling hook is secured to the top of it, while a heavy burlap sack is slung over his left shoulder. A multi-part belt pouch holds some of his belongings along the right side of his belt, and a blackjack hangs just behind it. A mace is strapped to his right shoulder, a short sword sheathed at the left side of his belt, a dagger is sheathed in each of his boots, and another two daggers are sheathed and strapped to his thighs. A small bag is tied behind the sword, and a torch is strapped to each of his upper arms.

Following Vardok everywhere is a black and white bulldog, which bares its teeth and snarls at anyone getting too close, until Vardok barks and slaps it a few times. The dog doesn't seem to hate him, but he obviously can't control the mutt very well.
[sblock=Description]Personality: A bit callous, a lot greedy, and fairly selfish, Vardok Stonekennel isn't what most people would look for in an adventuring companion. But he's growing a little more amenable to dealing with other people, instead of just talking to his pet dog all the time, and he's got some useful skills to ply as an adventurer. Vardok is always looking for opportunities, and doesn't shy away from hard work, though he'd rather take the easy way out if he can find it. He's lived through several goblinoid, giant, and orc raids, so he's not afraid of battle, though he is wary of larger or more-experienced-looking opponents. He's always been a scrapper and knows how to street-fight, and is fairly belligerant as hill dwarves go. Vardok seeks fame and fortune.

Background: Vardok Stonekennel hails from Taernok, the Hill Home of the dwarves, among the Appalachian Mountains. More specifically, he was born and raised in the town of Hrunsfeld atop one of the northeastern hills. His family owns several kennels across Taernok, raising wardogs, hunting dogs, racing dogs, and other canine companions, but Vardok was never very good at the family trade. While bright and quick to learn, Vardok just didn't have much of a way with animals, nor people, so he wasn't much good at training the dogs or selling them. Instead, Vardok did more work on fixing the stonework kennels, building new ones, and making repairs to the house after hobgoblin raids and hill giant rampages. He made collars and watched over the dogs, but didn't have much success with training any.

What's more, Vardok had more of a greedy, selfish streak than most dwarves, getting into trouble sometimes, ignoring rules, and generally being more of a jerk than other dwarves. He got slapped around for this, and forced to do more hard labor in punishment, but it made Vardok stronger and tougher. And resentful. He started to get into more mischief, sneaking around and messing with other dwarves' gear just to rankle them, even sabotaging projects sometimes to aggrivate the dwarves he didn't get along with. He did some trapping out in the woods, but more often just stole animals from others' traps.

In early adulthood, Vardok began hanging around some gnomes and humans in nearby villages, getting into even more trouble and learning some more shady skills. Eventually, he was caught burglarizing and vandalizing another dwarf's house, and was exiled as a few of his other misdeeds came to light. Vardok slinked out of town with what gear he could fetch from his hidden stashes of stolen loot before folks could run him out of town at swordpoint, taking his most recent pet dog along for companionship. Krek the 5th was a young bulldog, the fifth one to be poorly raised by Vardok, and it shows in the dog's disposition towards others. Vardok's earlier canine pets have all passed away or been left at home after old age or hunting injuries.

Vardok has matured a little on his trek through the wilderness and one human town after another, although still earning his bread with theft instead of honest work in most cases. He's a little less callous and abrasive towards others, and less spiteful than he was as a youth. He still hopes to get rich and become an important, respected person, but has a little less disregard for others than he used to. So he's been looking for some way to make money and a name for himself without necessarily just becoming a notorious burglar. Treasure-hunting and bounty-hunting seem like possible ventures for him, but even dangerous adventuring is something he'd consider. After a few years of wandering northward and eastward from home, Vardok came upon the town of Oakhurst and heard something about a job finding lost adventurers and, perhaps, treasures in an old ruin.....[/sblock]
[sblock=Stats]Vardok Stonekennel....Male Hill Dwarf, XP: 0
Strength.........16 (+3).....Character Level: 1, Rogue 1
Dexterity.......15 (+2).....Medium-Size, Speed 20 ft.
Constitution...16 (+3).....Initiative: +2, BAB: +0, Grapple: +3
Intelligence....14 (+2)......Melee: +3, Ranged: +2
Wisdom........10 (+0)......Total HP: 9, Current HP: 9, Nonlethal: 0
Charisma.......6 (-2)........Fortitude: +3/+5/+7, Reflex: +4/+6, Will: +0/+2

Normal AC: 14 (+2 Dex, +4 leather)
Touch AC: 12, Flat-Footed AC: 12

Alignment: Chaotic Neutral, Patron Deity: Moradin
Age 48, Birthdate 7/15/5102, Height 4'-2", Weight 159 lbs.
Tan Skin, Steel Blue Eyes, Short Red Hair & Scruffy Beard

Attacks:
Heavy mace +3 melee for 1d8+3 damage
Two-handed heavy mace +3 melee for 1d8+4 damage
Short sword +3 melee for 1d6+3 damage
Sap +3 melee for 1d6+3 nonlethal damage
Dagger +3 melee for 1d4+3 damage
Dagger +2 ranged for 1d4+3 damage (10 ft. increment, 50 max)

TWF heavy mace +1 melee for 1d8+3 damage and short sword +1 melee for 1d6+1 damage
TWF daggers +0 ranged for 1d4+3 damage and +0 ranged for 1d4+1 damage

Languages (Literate): Common, Dwarven, Gnome, Goblin.
Proficiencies: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and light armors.
Level Progression Feat: Two-Weapon Fighting.

Skills: Appraise +5 (1 rank, +2 Int, +2 racial), Climb +5 (2 ranks, +3 Str), Craft (masonry) +5 (1 rank, +2 Int, +2 racial), Disable Device +6 (4 ranks, +2 Int), Handle Animal +0 (2 ranks cross-class, -2 Cha), Hide +6 (4 ranks, +2 Dex), Knowledge (local - Taernok) +4 (1 rank, +3 Int), Listen +2 (2 ranks, +0 Wis), Move Silently +6 (4 ranks, +2 Dex), Open Lock +6 (4 ranks, +2 Dex), Search +6 (4 ranks, +2 Int), Spot +2 (2 ranks, +0 Wis), Swim +4 (1 rank, +3 Str), Tumble +5 (3 ranks, +2 Dex), Use Rope +5 (3 ranks, +2 Dex).

Racial Traits: Medium-size humanoid (dwarf), +2 Constitution, -2 Charisma, base Speed 20 feet (even with medium and heavy loads or armor), low-light vision, stonecunning (intuit depth, +2 to Search unusual stonework, automatic Search within 10 feet of unusual stonework), weapon familiarity (dwarven urgrosh and dwarven waraxe), stability (+4 to resist bull rushes and trips when on the ground), +2 to saves against poison, +2 to saves against spells and spell-like effects, +2 to Appraise and Craft checks related to metal or stone items, +1 on attack rolls against orcs and goblinoids, +4 dodge AC against giants, fighter is favored class.
Ability Score Development: 32 point buy, for base scores of 16 (10 pts), 15 (8 pts), 14 (6 pts), 14 (6 pts), 10 (2 pts), and 8 (0 pts). Dwarven racial adjustments changed the scores to 16, 15, 16, 14, 10, and 6.

Sneak Attack: Deals +1d6 damage when flanking or when opponent is denied a Dexterity bonus to AC, unless the opponent has some degree of concealment, is not a living creature with discernable anatomy, or has vitals that are all out of reach.
Trapfinding: Can use Search and Disable Device on traps of any DC, even magic traps.

Possessions: Heavy Mace (12 gp, 8 lbs.), Short Sword (10 gp, 2 lbs.), Sap (1 gp, 2 lbs.), 4 Daggers (8 gp, 4 lbs.), Leather Armor (10 gp, 15 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds grappling hook, trail rations, and waterskins), Belt Pouch (1 gp, 1/2 lb., holds coins, thieves' tools, chalk, flint, steel, and soap), Sack (1 sp, 1/2 lb., holds whetstone, bedroll, and rope), Thieves' Tools (30 gp, 1 lb.), Grappling Hook (1 gp, 4 lbs.), Hempen Rope (5 sp, 5 lbs., 25 ft.), Bedroll (1 sp, 5 lbs.), Soap (5 sp, 1 lb.), Chalk (1 cp, 0 lbs.), Whetstone (2 cp, 1 lb.), Flint & Steel (1 gp, 0 lbs.), 2 Torches (2 cp, 2 lbs.), 4 Trail Rations (2 gp, 4 lbs.), 4 Waterskins (4 gp, 16 lbs.), Meat (12 sp, 2 lbs.).

Pet: Krek the 5th, bulldog (25 gp, Small Animal, HD 1d8+2, HP 6, Init +3, Speed 40 ft., AC 15, touch 14, flat-footed 12, BAB/Grapple +0/-3, bite +2 melee for 1d4+1 damage, space/reach 5 ft./5 ft., low-light vision, scent, Fort +4, Ref +5, Will +1, Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Jump +7, Listen +5, Spot +5, Survival +1*, Alertness, Track, Neutral alignment, extra +4 Survival for tracking by scent, trained in the tricks attack, defend, and stay, but won't attack all kinds of creatures)

Wealth: 14 gp, 14 sp, 15 cp.........Current Load: 76 lbs.

Light Load: 76 lbs. max..Medium Load: 153 lbs. max..Heavy Load: 230 lbs. max
Lift High: 230 lbs. max..Lift Off Ground: 460 lbs. max..Push/Drag: 1,150 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

General Advancement Plan: Mix in occasional levels of Fighter, possibly diverging into Barbarian or Ranger eventually, otherwise mostly Rogue.[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
reserved for:

Delber Alexivich of Port Dry Lake, apprentice to master
Alexi Yorgavich, appr to mst yorgi petrazen

character plans;
eldgrich knight prc
game effect: knights of Narsven (French like people) ... (Narsven - A magically gifted nation, Narsven occupies what was once New Jersey, Maryland and Pennsylvania. Narsven is nearly always in conflict with Tranda, often employing orcish mercsr (militant area comely worships hextor the evil god of war) and thus has an impressive, magically augmented defensive force, despite being seen as a nation of philosophers and pacifists. Narsveners share a blend of physical traits with Telgarans and Trandarans, with a significant number of the population bearing the tell-tale gem-like eye color quality that marks some one as being magically gifted.}


Personal Information
Code:
[B]Name:[/B]    Delber Alexivich of Port Dry Lake, apprentice to master 
Alexi Yorgavich, appr to mst yorgi petrazen
[B]Class:[/B]    Wizard (Generalist) 1
[B]Race:[/B]    Human
[B]Size:[/B]    Medium
[B]Gender:[/B]  Male
[B]Algn:[/B]    Neutral good
[B]Deity:[/B] 


[B]Str:[/B]  15 +2 (8 pts)  [B]Level:[/B]  1 [B]XP:[/B] 140
[B]Dex:[/B]  13 +1 (5 pts)  [B]BAB:[/B]   +0 [B]HP: 5 [/B]
[B]Con:[/B]  13 +1 (5 pts)  [B]Grap:[/B]  +2 [B]Dmg Red:[/B] -
[B]Int:[/B]  15 +2 (8 pts)  [B]Speed:[/B] 30'    
[B]Wis:[/B]  12 +1 (4 pts)  [B]Init:[/B]  +1 (dex: +1)        
[B]Cha:[/B]  10 +0 (2 pts)

Combat
Code:
[B]Armor:[/B] none  adj +x ACP +x  spell fail xx% max dex  +x
[b]Armor class:[/b] 11
[B]Touch:[/B]      11
[B]Flatfooted:[/B]  10
*note: Mage armore gives +4 to ac and is force so affects incorp attacks

[b][u]Saves[/b][/u]

          [B]Base   Mod  Misc   Total[/B]
[B]Fort:[/B]     +0     +1    +x     [B]+1[/B]
[B]Ref:[/B]      +0     +1    +x     [B]+1[/B]
[B]Will:[/B]     +2     +1    +x     [B]+3[/B]

[B]Weapons:         Att   Dmg     Crit      Rng    Type  [/b]
Crossbow, lite  +1    1d8    19-20/X2     80'    P
Club            +2    1d6+2        X2     10’    B
Dagger          +2    1d4+2  19-20/X2     --     S/P
Dagger, Thrown  +1    1d4    19-20/X2     10'    S/P

Feats and Skills
Code:
[B]Languages:[/B] Common, Draconic

[B]Feats:[/B]

possible choices:
Combat Expertise->impr disarm->impr feint (trade bab for dodge bonus)
spell focus(conjuration) ->augment summoning
spell mastery


[u][I]Scribe scroll[/I]l[/u] (wizard lv 1 class feature)
[u][i]XXXXX[/i][/u]
[u][i]XXXXX[/u][/i]
[u][i]XXXXX[/u][/i]
[u][i]XXXXX[/u][/i]

[b]Human feat[/b]t [u][I]Spell Focus(Conjuration)[/u][/i] 
[b]Char lv 1 feat [/b][u][I]combat Casting[/u][/i] +4 to concentration checks when  
defensively casting *
[b]Char lv 3 feat [/b][u][I]XXXXX[/u][/i] 

[B]Skill Points:[/B] [u]{20 }[/u]  [B]Max Ranks:[/B] [u]lv+3 (4)[/u]
lv 1: 2+2x4 skill points (16) +4  (human)

[B]Skills:                    Ranks   Mod   Misc Total[/B]
[u]Craft: Leatherworking[/u] Int W   +2    +2    --    +4
[u]Concentration[/u] Con W           +3    +1   (+4*)  +3 (+7*)
[u]Decipher script[/u] Int W         +1    +2    --    +3
[u]Know Arcana[/u] Int W             +2    +2    --    +4
[u]Know arch/engn[/u] Int W          +1    +2    --    +3
[u]Know Dungeoneering[/u] Int W      +1    +2    --    +3
[u]Know Geography[/u] Int W          +2    +2    --    +4
[u]Know History[/u] Int W            +1    +2    --    +3
[u]Know Local[/u] Int W              +1    +2    --    +3
[u]Know Nobility/Royalty[/u] Int W   +1    +2    --    +3
[u]Know Religeon[/u] Int W           +1    +2    --    +3
[u]Know The Planes[/u]  Int W        +1    +2    --    +3
[u]Spell Craft [/u] Int W            +3    +2    +2    +7


Skill modifiers:
[u][i]magical aptitude:[/u][/i] [b]You get a +2 bonus on all Spellcraft checks and Use
Magic Device checks.[/b]
x
x

Equipment
Code:
[B]Equipment:                    Cost          Weight    [/B]
Dagger                         2.00           1.0
Xbow bolts, lite X 20          2.00           2.0    
Backpack                       2.00           2.0     
Bedroll                        0.10           5.0     
Case, map/scroll               1.00           0.5     
Waterskin                      1.00           4.0     
Flint/steel                    1.00           ---
Ink X1                         8.00           ---
Quill X2                       0.20           ---
Oil X2                         0.20           2.0     
Paper X40                     16.00           ---    
Belt Pouch X2                  2.00           1.0     
Rations, Trail X14             7.00          14.0     
Rope, Silk, 50 feet           10.00           5.0      
Spell Comp Pouch               5.00           2.0     
Spellbook                      ---            3.0
Explorer's Outfit              ---            ---  
	     
[B]Total Weight:[/B]    41.5 lb
 
[B]Money:[/B]  18 gp 5 sp


             Lgt  Med  Hvy Lift Push
[b]Max Weight:[/b] 66   133  200  400  1000
x
x


Scrolls and Potions
Code:
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Scroll: XXXXXX [/b]
[b]Potions: XXXXXX [/b]
[b]Potions: XXXXXX [/b]
[b]Potions: XXXXXX [/b]

Physical Description
Code:
[B]Age:[/B] XX [B]Height:[/B] X'X"  [B]Weight:[/B] XXX lb     
[B]Eyes:[/B] [color=yellow][url=http://www.africagems.com/sapphire.html]golden sapphire [/url][/color] [B]Hair:[/B] [color=red]red [/color] somewhat unkempt
[B]Skin:[/B] pale/freckled

[b]Appearance [/b]

[b]Personality: [/b]
secretive- out of necessity. It is known to all wizards as to the power
of a true name, so as an apprentice each new student chooses a name 
based off the master's name, forever cutting ties to the family. Every 
bit as important to protect the family as it is to protect the disciple of 
the arcane.

[b]Background[/b] 
Dry Lake, port to the known world. That is where also the apolitical 
organization of the Ancient Esoteric Order of  Arcanists, Diviners and 
Sages ...  a small, loose guild of arcane and divien spell casters who 
share some of their gathered knowledge for their own secret personal 
goals. It is a gathering of  peoples who are teachers as well as practicers 
of the ancient arts. It is here that our young here has been trained, 
yes, trained in those same aforementioned Ancient Esoteric arts of the 
arcane.

Some students are saught after, those of the blood of dragons, and 
sometimes revered for their natural, if not wild and uncontrolled, skills. 
Others are of the school of discipline. That is where our young hero is today.
Having passed the test of skills, he is now being sent on his test of character.
Given the letter of permission for adventure, he now seeks the company of the 
friends he has made over the years of his apprenticeship.


Spell book:


Level 0 : all

Code:
Acid splash-Dancing lights-Detect magic-Disrupt undead-Electric jolt-
Light-Mage Hand-Mending-Prestidigitation

level 1 : 5

Code:
Summon monster I-Feather Fall-Mage armor-Magic Missile-Unseen Servant

Casts spells at level 1

DC: 12 + spell level
Code:
Spell Summery:
[b][u]level :     0   1   2   3   4   5   6   7   8   9[/u][/b]
[b]base:       3   1  [/b] 
[b][u]int mod:    0   1   1  [/u][/b]
[b]total:      3   2   x   x [/b]

SPELLS MEMORIZED:
0 level:
Dancing Lights
Acid splash
Detect magic


Level one:
Magic Missile
Feather fall


[sblock=treasure record]
starting gold 75 gp (average for wizard)

initial expenses: 56.5 gp

[/sblock]

Scott DeWar, drinker of Dewar’s scotch.
 
Last edited:

Atanatotatos

First Post
Athanil, human druid 1

23 Years ago, some hunters of a tribe of the Wood Elves of the Great Lakes found a newborn child surrounded by wolves. It was normal for animals to be friendly to small children, though it was uncommon for elven children to be abandoned. Indeed, they were amazed to discover that the child was a human.
The wise men of the village took the wolves' behavior as a sign, and decided that the child would be adopted.
Athanil, he was named, a word that in the dialect of Wood elves means "Human child". And though grown up with love and care all elven children receive, the difference between him and the other kids was always obvious to him. He grew up much, much faster, and quickly left behind in his growth all his friends. Someone in the village started to call him "Old Child", although always without malice.
But Athanil had his place in the village. He was not a great hunter, or warrior. But his connection with te spirits of nature was all to obvious. He naturally took the path of the shaman and began being instructed in its ways at a very young age, revealing a talent much superior to that of many young elves of the village.
It was a natural idea for him to think he'd become, with time, one of the shamans of the village.
But as he grew older, he came to understand that his time would never come. Even when his hair and beard would be long and silvery, he'd always be too young for the elves to be a spiritual leader. He'd always be the almost-wise, the almost-elf, but he would never have the same path as the others in the village.
So he decided to walk his own. He took some small equipment with him, his loyal wolf, Ril, and traveled south.

[sblock=stats]
AL:Neutral Good
Deity:Silvanus

Str 14
Dex 10
Con 12
Int 12
Wis 17
Cha 11

BAB:+0

HP:12

AC:13

Saves:
Fort:+3 Ref:+0 Will:+6

Speed:20

Initiative:+4

Languages: Common, Elven, Druidic

Feats(*Bonus):
Wild Empathy*
Animal Companion*
Toughness*
Improved initiative

Trained Skills(*armor check penaly -3):
Concentration 4(5)
Diplomacy 4(4)
Handle Animal 4(4)
Heal 2(5)
Knowledge(nature) 2(7)
Listen 2(5)
Spellcraft 2(3)
Spot 2(5)
Survival 2(7)

Class features:
Bonus language Druidic
Animal Companion
Nature sense
Wild Empathy

Equipment:
Hide Armor, 25 lb, 15 gp
Quarterstaff, 4 lb
Sling and bullets
Holly and Mistletoe
Flint and steel 1 gp
Backpack 2gp
Bedroll 1 sp
Torch (3) 3 cp
Trail rations (2 days) 1 gp
30 gp, 7 sp 7cp

Prepared Spells:
0(3) DC 13:Cure minor wounds, Cure Minor wounds, Detect Magic
I(2) DC 14:Entangle, Shillelagh
[/sblock]

[sblock=Ril, Wolf companion](Link, Share spells, 1 Bonus Trick):
Tricks: Hunting, Guard
Medium Animal
HP:13
Speed:50
AC:14,touch 12, flat-footed 12
BA/Grapple:+1/+2
Attack:bite +3,1d6+1
Special Attack:Trip
Special Qualities:Low-light vision, scent
Saves:Fort+5, Ref +5, Will +1
Abilities:Stre 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:Hide +2, Lisen +3, Move Silently +3, Spot +3, Survival +1(+5 when tracking by scent)
Feats:Weapon focus bite, Track[/sblock]
 
Last edited:

maddmic

Explorer
[sblock]
Code:
[COLOR="White"]--------------------------------------------------------------------------------
PC Name : Darik           Gender : Male        HD : 1
Player  : maddmic        Height : 6'1"
Race    : Human (Narsven)   Weight : 205lb.       HP : 12 / 12
Class   : Paladin          Age    : 18            Current/Normal
Level   : 1                 Hair   : Black
Align   : Lawful Good      Eyes   : Green         XP : 0
Deity   : Heironeous              Speed  : 20'           Needed for
Size    : Medium                                   Next Level : 1000
SHEET UPDATED : 1/14/2009
--------------------------------------------------------------------------------
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score
STR : 14     --     --     --      14 / +2
DEX : 10     --     --     --      10 / +0
CON : 14     --     --     --      14 / +2
INT : 10     --     --     --      10 / +0
WIS : 14     --     --     --      14 / +2
CHA : 16     --     --     --      16 / +3
+1 ability increase every 4th level is added to base number.
--------------------------------------------------------------------------------
COMBAT STATISTICS
ARMOR CLASS                         BASE ATTACK BONUS
  AC Total        : 16                MELEE         RANGED
  AC Flat-Footed  : 16                  Total : +3    Total : +1
  AC Touch Attack : 10                  Base  : +1    Base  : +1
  Base            : 10                  STR   : +2    DEX   : +0
  Armor           : +4                  Misc. : --    Misc. : --
  Shield          : +2
  Dexterity       : +0                INITIATIVE
  Size            : --                  Total : +0
  Magic           : --                  DEX   : +0
  Misc.           : --                  Misc. : +0
--------------------------------------------------------------------------------
SAVING THROWS
           Total   Base  Ability  Misc  Magic
Fortitude : +4  =   2      +2      +0    +0
Reflex    : +0  =   0      +0      +0    +0
Will      : +2  =   0      +2      +0    +0
--------------------------------------------------------------------------------
RACIAL TRAITS
+1 skill point per level
bonus feat
--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.
Power Attack (hu)
Weapon Focus: Long Sword (1st)

--------------------------------------------------------------------------------
LANGUAGES
Common

--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only
Aura of Good (1st)
Detect Evil (1st)
Smite Evil 1/day (1st)  +3 to hit/+1 to dmg
--------------------------------------------------------------------------------
NOTES ON ABILITIES
--------------------------------------------------------------------------------
SKILLS                        Fill in skills you have ranks in AND skills that
                              can be used untrained. Mod is the final score, Rnk
Skill Point Total     : 12    is the number of ranks attained in the skill, Abl
Max Class ranks       : 4     is the related ability modifier, and Msc is for any
Max Cross-Class ranks : 2     miscellaneous bonus from feats, race, synergy, etc.
Class
Skill                                                        Related
    Mod    =  Rnk  Abl  Msc  |  Skills:                      Ability
    +2     =   0   +2   +0   |  Concentration                (CON)
    +0     =   0   +0   +0   |  Craft:                      (INT)
    +6     =   3   +3   +0   |  Diplomacy                    (CHA)
    +0 t   =   0   +3   +0   |  Handle Animal                (CHA)
    +5     =   3   +2   +0   |  Heal                         (WIS)
    +1 t   =   1   +0   +0   |  Knowledge: nobility & royalty           (INT)
    +2 t   =   2   +0   +0   |  Knowledge: religion           (INT)
    +0 t   =   0   +2   +0   |  Profession:                 (WIS)
    +0     =   0   +0   +0   |  Ride                         (DEX)
    +5     =   3   +2   +0   |  Sense Motive                 (WIS) 

! = Armor Check Penalty (-0) applies
t = trained only

--------------------------------------------------------------------------------
SPELLS
                Base       Ability
LVL    DC     Spell/Day     Bonus      Spell Per Day      Known
 0     00         0      +    0     =        0              0
 1     00         0      +    0     =        0              0
 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.
NAME : Long Sword         NAME : Bastard Sword      NAME : place holder
ATT  : +4                 ATT  : +3                 ATT  : +0
DMG  : 1D8+2              DMG  : 1D10+3             DMG  : ---
CRIT : 19-20x2            CRIT : 19-20x2            CRIT : ---
RNG  : N/A                RNG  : N/A                RNG  : ---
WGHT : 4                  WGHT : 6                  WGHT : ---
SIZE : 1H Melee           SIZE : 2H Melee           SIZE : ---
TYPE : Slashing           TYPE : Slashing           TYPE : ---
PROPERTIES :              PROPERTIES :              PROPERTIES :
COST : 15                 COST : 35                 COST : ---
GRAPPLE BONUS: +1 BAB +2 STR +0 SIZE = +3
--------------------------------------------------------------------------------
PROTECTION
ARMOR                                    SHIELD
  NAME          :  Scale Mail               NAME          :  Heavy Wooden
  TYPE          :  Medium                   TYPE          :  Shield
  AC BONUS      :  +4                       AC BONUS      :  +2
  MAX DEX       :  +3                       CHECK PENALTY :  -2
  CHECK PENALTY :  -4                       SPELL FAILURE :  15%
  SPELL FAILULE :  25%                      WGHT          :  10#
  SPEED         :  20'                      PROPERTIES    :
  WGHT          :  30#                      COST          :  7gp
  PROPERTIES    :
  COST          :  50gp
--------------------------------------------------------------------------------
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.
Cost   Wt    #   Item                                   Notes
  15   4.0       long sword
  35   6.0       bastard sword
  50   30.0      scale mail
   7   10.0      heavy wooden shield
   1   -.-       wooden holy symbol
   2   2.0       backpack
 0.1   5.0       --bedroll
   1   4.0       --waterskin
   3   6.0   6   --trail ration
   6   3.0   3   --sunrod
   1   -.-       --flint & steel
   1   0.5       --belt pouch
   1   1.0       --sealing wax
   5   -.-       --signet ring
   8   0.0       --ink (8 oz.)
 0.1   0.0       --inkpen
 0.6   0.0       --parchment
 
TOTAL WEIGHT W/O BACKPACK: 50.0 (light)
BACKPACK WEIGHT: 21.5
TOTAL WEIGHT W/ BACKPACK : 71.5 (medium)
--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)
 
--------------------------------------------------------------------------------
ENCUMBERANCE
    LOAD   (WEIGHT)         MOVEMENT & PENALTIES
[ ] Light  (0 - 58 lbs)     30 ft
[x] Medium (59 - 116 lbs)    20 ft, Max Dex +3, Chk Pen -2, Run x4
[ ] Heavy  (117 - 175 lbs)   20 ft, Max Dex +1, Chk Pen -6, Run x3
--------------------------------------------------------------------------------
TREASURE                                                      List where carried
PP:
GP:  13
SP:   2
CP:
MISC.:
GEMS:
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
HISTORY / BACKGROUND
Darik hadn't signed up for this. Well, in actuality he had, but he didn't want to admit it. He had followed in his father's footsteps in service to Narsven, yet he had done so through the church of Heironeous at the behest of his mother. She had somehow felt that entering into the church's service would spare him the same fate as his father along the front lines.  Darik's father had died when he was 12.  He had perished at the hands of the Trandarians in one of the daily skirmishes along the border.  The boy was given his father's bastard sword, but Darik had no clue how to wield it effectively one-handed.  Darik's mother had allowed him to go off to the temple at a young age with the thought that he would become a priest and tend to the wounded or bless those going off to battle.  Darik however, had found his calling upon arriving at Heironeous' temple.  He had learned much about the god of valor and decided that he would serve better on the front lines, fending off the followers of Hextor.  He'd been prepared to go west to join the forces which patrolled the Trandar border, but his church had a different task in mind. 

No, he was not going west. He was heading south to the country Dydd and a small town by the name Oakhurst. It seemed that there was some disturbance in the area and a group had gone missing. Because his church was the closest to Narsven's southern border, he was sent to investigate. The Trandarians were always looking for an advantage and regardless of how remote the possibility was, Darik was sent to ensure that there was nothing happening with regards to the followers of Hextor.  He was sent to gather information, not battle insurgents or protect those whom Hextor might be opressing.  No, he was on an investigative mission and needed to report his findings, no matter how insignificant, to his superiors.
[/COLOR]
[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top