(Rogue's Gallery) Yttermayn's Saga of the Dragon Cult
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  1. #1
    Minor Trickster (Lvl 4)

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    Apr 2005
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    ĝ Block Yttermayn

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    (Rogue's Gallery) Yttermayn's Saga of the Dragon Cult

    12/10/09 Recruitment is currently closed. Thank you for your interest.

    Ok, I am keeping copies of your sheets here on this first entry to make it easier to see them all at a glance.

    Experience tracker:

    Rosalia 2400 (+50 for initiating good party wide RP +125 for not acting like EVERY SINGLE OTHER F'ing ROGUE +50 for playing true to character, +50 for posting his lvl2 second after my xp bribe, +25RP)

    John 2550 (+100 for discovering deep meaning +100 for making me Lol, + 50 rp w/Scrag+150 recovery exp, +50 for posting his lvl2 first of all, +25 for touching RP with Grok, +25RP)

    Scrag 2550 (+100 for funny RP w/Grok +100 for Skin of Evil ID +50 for volvo question +50 For continuing to play a character who is not your own creation and is by nature difficult to RP + 50 rp w/John +100 making GM lol, +25 'cause he was at a disadvantage to get lvl2 stuff done, needing troll progression +25RP)

    Tuk 2500 (+100 for being on the ball +25 for being the baddest ass +50 for a picture of Scrag + 100 for busting my balls +100 for being a brilliant man of action, +50 for responding first when I offered an xp bribe to get lvl2 stuff done, +25RP)

    Grok 2450 (+100 for funny RP w/Scrag +75 for Solid cleric-ing +50 for lulz +25 chuckle +100 first responder bonus, +25 for touching RP with John, +25RP)

    Roderic 2450 (+100 for figuring out my dumb trivia + 50 figuring out what the vials are for +100 for using his head, +100 for being very paladin, +25 cause I'm such a nice guy, +25RP)

    Breakdown of general eep:
    +100 Good RP all the way around +150 Library Kobolds +700(Derro,wormswarm,buttload kobolds) +486(kobolds,logbrag, etc) +113(stirges, kobolds on slope (Jacobee became inactive) +50(centipedes) +265(kobold leader and lackeys, sleeping kobolds) +100 (Spider)

    John Tannerson
    Tuk Apeldan
    Rosalia Chainkini
    Roderic Asturien
    Scrag Dimtroll

    Jakobee 634 (+35 for saying something clever, I think. inactive)
    Thrindar 735 (inactive)

    Scott's Loot List
    Last edited by Yttermayn; Wednesday, 11th September, 2013 at 01:31 AM. Reason: updated experience and stuff

  2. #2
    A 1e title so awesome it's not in the book (Lvl 21)

    Join Date
    Feb 2007
    Miscatonic U. professor of supernatural studies-Emeritus [Greater Nashville area, Tenn.]
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    NeverwinterEberronForgotten RealmsDoctor WhoOSRICEN PublishingPathfinderCircvs MaximvsGygax Memorial FundThe Perturbed Dragon

    ĝ Block Scott DeWar

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    _*reserved seating for ----John Tannerson*_

    Possible character plans

    prc elemental savant, comp arcane pp 32 33 - work in progress pick up at level 6

    comp arcane, feats: sudden quicken, energy admixture

    focused conjurer

    Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.
    Class: Wizard.
    Level: 1st.
    Special Requirement: You must be a specialist wizard.
    Replaces: You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher level wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination.
    Benefit: You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.


    Personal Information
    Name: John Tannerson
    Class: Wizard 5, conjurer, focused  (complete mage pp 34, 35)
    Race: Human
    Size: Medium
    Gender: male
    Alignment: Chaotic Good
    Deity: Kord (?), Pelor(?)
    Str: 10 +0(2p.)   Level: 5       XP: 10,000+ 
    Dex: 14 +2(6p.)   BAB: +2        HP: 19/19
    Con: 10 +0(2p.)   Grapple: +2    Dmg Red: -
    Int: 18 +4(13p.)  Speed: 30'     Spell Res: -
    Wis: 11 +0(3p.)   Init: +2 (dex: +2)        
    Cha: 14 +2(6p.) 
    restricted schools:
    Necromancy, enchantment, Illusion
    level 4: +1 to Int
                 Base Armor Dex Mag Total
    Armor:none  10     +0   +2   +3  15 
    ring of protection +3 [deflection bonus]
    Touch: 15; Flatfooted: 13
    mage armor
    AC 22; touch 19; FF 17
    mage armor gtr
    AC 24; touch 21; FF 19
    ACP: - zero
                  Base  Mod   Misc Total
    Fort:          +1    +0    +0    +1
    Ref:           +1    +2    +0    +3
    Will:          +4    +0    +0    +4
    Weapons:       Att    Dam   Critical    Type   Range
    Dagger         +2     1d4    19-20/X2     S/P   10 ft
    Dagger, thrown +4     1d4    19-20/X2     S/P   10 ft
    Club           +2     1d6        X 2       B    10 ft
    Club, thrown   +4     1d6        X 2       B    10 ft
    lite x bow     +4     1d8    19-20/x 2     P    80 ft [spell - launch bolt]
    Iron staff of gramps: 
    +1 Enchantment
    cast  scorching ray  X times/day
    ranged touch att [+4] dam 4d6 range 25+5/2lvles
    times used this day: 1
    Wand of magic missiles lv 5; 3 missiles; 50 charges
    Feats and Skills
    Languages: Common, drakonik, dwarven, goblin
    Feats & Features: 
     scribe scroll (item create phb p 99)  (class feature)
     summon familiar  (class feature)
     spell focus: conj (general, phb p.100)   
    **  (Human Bonus) +1 to dc of conj spells
     augment summoning (general phb p89) (character lv 1) 
    **  +4 to str and con for summoned creatures for duration of spell
    Sudden silent [metamagic] level 3 
    **  no verbal componant needed, adds +1 to level of spell 
         [such as Magic missile  becomes level 2]
    Energy Substitution [acid]: (Meta magic) Wizard 5 changes spell energy
    **to that of what the feat was chosen for, in this case acid, and it has no 
    **spell level adjustment
    +2 to spellcraft check learning conjuration spells (specialist feature)
    +1 conjuration spell/level (specialist feature)
    -1 spell/ level (focused specialist specialist feature)
    +2 conjuration spells / level (focused specialist feature)
    +1 restricted school (focused specialist feature)
    Weapon and Armor Proficiency: club, dagger, 1/4 staff, 
       xbow lite & heavy; no armor
    Skill Points:
    skill points: 32+8+8+8+8=64 
    Max Ranks (class/cross-class): 8/4
    Skills:                   Ranks  Mod  Misc  Total
    Craft: leatherwork In      +2    +4    --    +6
    Craft: map making In       +2    +4    --    +6
    Concentration Cn           +8    +0    --    +8
    Know Arcana In             +8    +4    --    +12
    Know arch/engn In          +3    +4    --    +7
    Know Dungeoneering IN      +4    +4    --    +8
    Know Geography IN          +3    +4    --    +7
    Know History IN            +2    +4    --    +6
    Know Local IN              +1    +4    --    +5
    Know Nobility/Royalty IN   +1    +4    --    +5
    Know Religeon IN           +6    +4    --    +10
    Know The Planes IN         +8    +4    --    +12
    Spell Craft  IN            +8    +4    --    +12
    Spot  WS                   +8    +0    --    +8
    Equipment:                 Cost       Weight  
    Explorer's Outfit          0.0 gp     0.0 lb
    Dagger X 1                 2.0 gP     1.0 lb
    bolts, lite                2.0 gp     2.0 lb -5
    back pack                  2.0 gp     2.0 lb
    flint and steel            1.0 gp     ----         
    belt pouch x2              2.0 gp     1.0 lb    
    trail rations X6           3.0 gp     6.0 lb 
    silk rope x 50 ft         10.0 gp     5.0 lb 
    waterskin                  1.0 gp     4.0 lb
    cure light potion X 1     50.0 gp     ----
    Spell comp pouch           5.0 gp     2.0 lb
    spell book                00.0 gp     3.0 lb
    case, map/scroll           1.0 gp     0.5 lb
    smoke stick               20.0 gp     0.5 lb
    sunrod X 4                10.0 gp     5.0 lb
    Ring of protection +3
    Wand of MM lv 5 charges 50
    Total Weight:  30.0 lb      lightly encumbered 
    Money:   9 gp  4 sp    9 cp  
                  Lgt   Med   Hvy  Lift  Push
    Max Weight:   33    66   100   200   500

    general description

    John is starting his career at the age of 25 as he started the skills of wizardry later then usual and the fack that he studied so intently in the school of conjuration.

    he is a good 6' 2" tall and 232 lbs makes him quite imposing, however the curly medium brown hair leaves more then a few broken hearts among the courtesans in the courts of the Duke's keep, where he studied.


    Being from a family of leather worker/tanners meant hard work, long days and tiresome repetition ... not to mention the stench of the tannin tanks and the rough hands from the fuller's soaps.

    John was a bit of a daydreamer and it seems his daydreams could get him in trouble. It was one sunny day, John was 8 summers old, and he was sitting under an apple tree, munching on an apple. He saw an older gent walking along side a younger one; when from nowhere a hideous creature appeared. The young man made some hand gestures, light energy shooting as several darts out from his hands. the elder took a couple of steps back and spoke a few syllables.

    The darts fizzled when they hit the creature, which then grabbed the younger and rent him in two and the elder caused a creature bathed in light to appear. Commanding this creature to attack the hideous one, the elder gent took a couple of steps back and spoke longer phrases, John repeating them loud as he could, and the following happened:

    Still yet another creature of light appeared on the flank of the big ugly and a bumblebee bathed in light appeared in front of John. *Bamph!* there it was. awaiting command. our daydreamer commanded it to attack the big ugly and when it did, the thing laughed so hard at the thought of it being attacked by a bumble bee that it left it self open to two hits to the vitals, dispatching it immediately.

    The elder gentleman gathered ther remains of his friend and sighed. The bumble bee buzzed and lighted on the shoulder of the elder gent and that is when he turned to our young hero. "Boy, who might you be, as i am most thankful for your saving my life."

    John stammered out his name and that he was son to the leather worker, the half eaten apple fell to the ground, but leather still firmly clutched in his other arm. "you had best be running along then boy."said the old man with a wink. what happened to the old man and his fallen friend, john knew not, for there was dust and fire in his foot steps as he arrived breathless at the shop.

    his parents knew him for his stories so the typical greeting upon arrival was,"what tales of conquest do you have today, son?" today was typical for them, but not for him."Da, ma. Hi. nuthin today." he hurried about his tasks and then wandered to his room, sleeping until dinner. they forgot about it until they noticed that after two days of this seemed greatly out of place. his father was just getting ready to inquire when the sound of two horses outside of the shop brought him to business.

    A man dressed in the noble livery of the local duke stepped in carrying a package and a scroll tube. he looks to the father and asks,"I see that this is indeed a leather shop, but I must ask, are you John's father?"

    he replied in the affirmative,"yes, John, the elder. Has my boy done something..."his question is stopped by a disarming smile and a raised hand."

    "Allow me to read this and all questions will be answered in due time." he reads a notice of invitation from the duke at the request of the lord's magician. the invitation is for the father, mother of the boy john, son of the tanner, and the boy john. said child is to be attired in the clothing provided. at this time the package is presented. John the elder takes and opens it and sees that it is the attire of a wizard's apprentice in the livery of the Lord's Magician...sized for one John, the son of the tanner.

    All the while of this John was fiddling in a corner until the sight of the robes, that is when a very audible *gulp* could be heard.

    "do you accept this invitation for three days hence?" asks the messenger.

    John the elder looks to John the younger," no tales, just truth this time." then back to the messenger,"yes. we accept"

    the messenger departs and as he does the mother, Eva, goes to the door stunned and watches the messenger and another on a horse leave. It was the younger gentleman from the day of the attack.

    In the next hour or so there was a story told, just that this time, it was the whole truth to his parents. The tanner spent the next two days preparing he and his wife for the meeting.

    to make a long story short, John was inducted into the court of the royal magician after accommodation. that is how he became what he is today.
    ************************************************** ******
    "How do i know this?" asks the deva at the end of the story, I am his guardian spirit. I manifested as a bumblebee back then, but now i am full in spirit. with that he stands to full height, wings spread wide and raising his sword like a torch he bursts upon wings and with a mighty *BAAMPH!! * he disappears.

    spell compendium pdf on line


    spell book

    Level 0 (cantrips) dc 13 (14 for conj spells)
    Resistance (abj): Subject gains +1 on saving throws.

    Acid Splash (conj): Orb deals 1d3 acid damage.
    Caltrops (conj): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

    Detect Poison (div): Detects poison in one creature or small object.
    Detect Magic (div): Detects spells and magic items within 60 ft.
    Read Magic (div): Read scrolls and spellbooks

    Dancing Lights (evo): Creates torches or other lights.
    Electric Jolt (evo): Ranged touch attack deals 1d3 electricity damage.
    Flare (evo): Dazzles one creature (–1 on attack rolls).
    Light (evo): Object shines like a torch.
    Ray of Frost (evo): Ray deals 1d3 cold damage.
    Sonic Snap (evo): Subject takes 1 point of sonic damage and is deafened 1 round

    Amanuensis (trns): Copy nonmagical text.
    Launch Bolt (trns): Launches a crossbow bolt up to 80 ft.
    Launch Item (trns): Hurls Fine item up to Medium range.
    Mage Hand (trns): 5-pound telekinesis.
    Mending (trns): Makes minor repairs on an object.
    Message (trns): Whispered conversation at distance.
    Open/Close (trns): Opens or closes small or light things
    Repair Minor Damage (trns): Repairs 1 point of damage to any construct
    Stick (trns): Glues an object weighing 5 pounds or less to another object.

    Prestidigitation (unv): Performs minor tricks.

    level 1 dc 14 (15 for conj spells)

    Shield: invisible disk gives +4 shield bonus + absorb Mag Missile; 1 min / lvl

    *Deep Breath: no need to breath for 1 round per level
    Mage Armor: Gives subject +4 armor bonus; 1 hr/lv
    *Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8)
    *Orb of Electricity, Lesser: Ranged touch attack: 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
    *Orb of fire, Lssr:
    Ranged touch attack deals 1d8 Fire damage + 1d8/2 levels beyond 1st (max 5d8)
    Summon Monster I: Calls extra-planar creature to fight range: 25+5/2 LV; 1 rnd/ lv

    Comprehend Languages understand all spoken and written languages
    Identify: Determines properties of magic item.

    Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5)
    *Ray of fire [SpC 167]: 1d8 fir dam / 2 caster levels + target catches fire

    *Low-Light Vision: See twice as far as a human in poor illumination.

    level 2 dc 15 (16 for conj spells)

    cloud of knives [phb 2]: 1 knife / lv does 1d6+1/3 lvls; att at cl + int bonus (+8)
    Melf's Acid Arrow: 2d4 acid damage w/ successful touch attack; dur 1 rd+1rd/2 lvs
    Glitter dust: reveals and blinds invisible targets; 1 rd/ lv
    Ice Knife[SpC 119]: shard of ice summoned and range touch attack to hit
    Summon Monst II:
    summon 1 cat II or 1-3 cat I monsters; 1 rnd/ lvl
    Web: stick webs captures targets; 10 mins/ level

    Flaming sphere: you dirict roll of sphere for 2d6 dam; 1 rd/ lv


    Cat’s Grace : Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.; 1 hr/lv
    Fox's Cunning: +4 Int; 1 min/lv

    Level 3 dc 16 (17 for conj spells)

    Acid Breath
    Bands of steel
    *Mage armor greatr [SpC 136]: gives armor bonus of +6; 1 hr/ lv
    Regal procession
    Servant horde
    Summon Monster III : summon 1 cat 3 [dire badger], 1-3 cat 2 or 1d4+1 cat 1 creatures; 1rd/lv

    lightning bolt : 1d6/lv electrical damage

    possible future spell choices:

    Fire burst [evok]: Creatures within 10 feet take 1d8/lv fire dam
    see invis
    summon swarm
    unseen servant
    endure elements
    expeditious retreat
    Avoid planer effects
    Primal form

    Spell Summery:
    level :       0      1      2      3    4    5    6    7    8    9
    base:         4      3      2      1
    int mod:      0      1      1      1
    spec mod      +1 con +1 con +1 con +1 con
    foc spec      +2 con +2 con +2 con +2 con
    penenalty    -1     -1     -1    -1     -1
    total:       3+3(c) 3+3(c) 2+3(c) 1+3 (c)
    -1/lv: focused specialist


    dc 13 (14 for conj spells)
    0 level:
    [s]Detect Magic
    [s] Light (evo)
    [s] prestidigitation
    [s] caltrops (conj)
    [s] Acid Splash (conj)
    [s] Acid Splash (conj)

    Level one:
    [s]Orb of electricity, Lesser (conj)
    [s]Magic missle (evo)
    [s]Magic missle (evo)
    Mage Armor (conj)
    [s]*Orb of Acid, Lesser (conj)
    [s]*summon monster 1 (conj) see feat augment summoning.

    Level two:
    [s] Cat's grace (trans)
    [s] Melf's Acid arrow(conj)
    Melf's Acid arrow(conj)
    [s]*summon monster II (conj)
    [s]cloud of knives [phb 2] [conj]

    Level 3:
    Acid breath [conj]
    *summon monster III [conj]
    *summon monster III [conj
    lightning bolt [evo]

    badger, dire, celestial, augmented

    Badger, Dire medium magical beast [good outsider] CR 2
    HD 3d8+21 Hit Points
    Initiative +3 Speed 30 ft, burrow 10 ft
    AC16; Touch 13; Flat foot 13
    BAB/grapple +2/+6
    Attack claw +6 melee (1d4+4)
    full att claw/claw/bite melee: +6/+6/+1 (1d4+4/1d4+4/1d6+3)
    space/reach 5 ft/5 ft
    special attacks: Rage, smite evil
    Special abilities low light vision, Dark vision, scent
    restances: 5 vs acid, cold, electricity; spell resistance 8
    Saves fort +9. ref +6, will +4
    Abilities Str 18, Dex, 17, Con 23, Int 3, Wis 12, Cha 10
    Skills Listen +6, spot +6
    feats Alertness, toughness, Track


    Celestial Creature
    Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

    Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestial, more powerful creatures that are created when a celestial mates with a non-celestial creature.

    Creating A Celestial Creature
    "Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).

    A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

    Size and Type
    Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.

    Special Attacks
    A celestial creature retains all the special attacks of the base creature and also gains the following attack.

    Smite Evil (Su)
    Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Special Qualities
    A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

    Darkvision out to 60 feet.
    Damage reduction (see the table below).
    Resistance to acid, cold, and electricity (see the table below).
    Spell resistance equal to HD + 5 (maximum 25).
    Hit Resistance to Damage
    Dice energies Reduction

    1-3 5 —
    4-7 5 5/magic
    8-11 10 5/magic
    12 + 10 10/magic

    If the base creature already has one or more of these special qualities, use the better value.

    If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Same as the base creature, but Intelligence is at least 3.

    Any good-aligned plane.

    Challenge Rating
    HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

    Always good (any).

    Level Adjustment
    Same as the base creature +2.

    Last edited by Scott DeWar; Tuesday, 4th October, 2016 at 07:13 PM.

  3. #3
    Cutpurse (Lvl 5)

    Join Date
    Apr 2003
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    Gygax Memorial FundGreyhawk

    ĝ Block Helfdan

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    Submitted for your approval:
    Roderic Asturien, human paladin
    Roderic Asturien human male 1st level Paladin

    Str 16 (+3)
    Dex 10 (+0)
    Con 14 (+2)
    Int 12 (+1)
    Wis 12 (+1)
    Cha 14 (+2)
    Alignment: Lawful good
    HP: 12
    AC: 16 (16 flat footed, touch 10)
    Base Attack: +1, Grapple +4
    Initiative: +0
    Speed 30’
    Saves: F +4, R +0, W+1
    XP: 0

    Racial Features:
    +1 Feat at lvl 1
    +4 skill points lvl1
    +1 skill point/lvl

    Class Features:
    Simple Weapon proficiency
    Martial weapon proficiency
    Light armor proficiency
    Medium Armor Proficiency
    Heavy Armor Proficiency
    Shield proficiency
    Aura of Good
    Detect Evil
    Smite Evil 1/day

    Diplomacy 2 (+4)
    Handle Animal 4 (+6)
    Sense Motive 2 (+3)
    Ride 4 (+4)
    Swim 1.0 (+4)
    Survival 1.0 (+2)

    Weapon Focus: Longsword
    Mounted Combat

    Longsword : Att +5, Damage 1d8 +3 (one-handed), crit 19-20/x2 (4#)
    Dagger: Att +4melee/+1 thrown, damage 1d4+3, crit 19-20/x2, RI 10 ft (1#)
    2 Javelins: Att +1, damage 1d6+3, critx2, RI 30ft (4#)

    Scale Mail Armor: AB +4, ACP -4 (30#)
    Heavy Wooden Shield: AB +2, ACP -2 (10#)

    Wooden Holy Symbol
    Backpack (2#)
    Bedroll (1#)
    Winter Blanket (3#)
    Flint & Steel
    Small steel mirror (0.5#)
    Belt Pouch (0.5#)
    Trail Rations 5 days (5#)
    50’ rope, silk (5#)
    5 torches (5#)
    3 oil flasks (3#)
    Whetstone (1#)
    Waterskin (4#)
    3 sunrods (3#)

    8gp, 5sp, 3cp

    Description: 6’2” tall, 190#. Short brown hair, clean-shaven. Hazel-green eyes. Appears calm and thoughtful. He is tall and athletic, with handsome features. Though by nature pale-skinned, he is tanned from frequent outdoors weapons-work. He ia a man of deep faith, but rather than preach, he would teach by example. At present he wears a worn hauberk of iron scales, an unadorned wooden kite shield, and carries a sword of plain but sturdy craftsmanship.

  4. #4
    Minor Trickster (Lvl 4)

    Yttermayn's Avatar

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    Apr 2005
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    ĝ Block Yttermayn

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    Scott, are you using a program or something to generate the char sheet text? What is it, I'd like to check it out. Also, I realize you might not be done, but it appears that you have half of your old rogue stuff still in the sheet, and you've only spent 30 points on attributes. One more thing, can you sblock the sheet for ease of scrolling through the thread, please?
    Helfdan, I didn't see any problems with him.
    Last edited by Yttermayn; Sunday, 8th February, 2009 at 05:45 PM.

  5. #5

    Thrindar : Male Dwarf Wizard (Evoker) 1

    Male Dwarf Wizard (Evoker) 1
    Alignment: Chaotic Good
    Height: 4' 1''
    Weight: 160#
    Hair: Flame Red
    Eyes: Rust Brown
    Age: 65

    Str: 10 (+0) [2 points]
    Dex: 10 (+0) [2 points]
    Con: 16 (+3) [6 points, +2 racial]
    Int: 18 (+4) [16 points]
    Wis: 14 (+2) [6 points]
    Cha: 6 (-2) [0 points, -2 racial]

    Class and Racial Abilities:
    +2 Con, -2 Cha, Darkvision 60 ft., Stone Cunning, Weapon Familiarity, Stability, +2 against poison, spells & spell-like effects, +1 attack against orcs & goblins, +4 to AC against giant type, +2 Appraise & Craft checks related to stone and metal; Summon Familiar, Scribe Scroll, Arcane Spells.

    Hit Dice: 1d4+3+3
    Max HP: 10
    Current HP: 10
    AC: 10 (+0 Dex)
    ACP: +0
    Arcane Spell Failure: 0%
    Init: +0 (+0 Dex)
    Speed: 20ft

    Fortitude +3 [+0 base, +3 Con]
    Reflex +0 [+0 base, +0 Dex]
    Will +4 [+2 base, +2 Wis]

    BAB/Grapple: +0/+0
    Melee Atk: +0
    Ranged Atk: +0

    Dagger (+0, 1d4, x2, 10’, P)

    Concentration +7 [4 ranks, +3 Con]
    Decipher Script +8 [4 ranks, +4 Int]
    Knowledge (arcana) +8 [4 ranks, +4 Int]
    Knowledge (dungeoneering) +8 [4 ranks, +4 Int]
    Knowledge (history) +8 [4 ranks, +4 Int]
    Listen +4 [0 ranks, +2 Wis, +2 familiar]
    Move Silently +3 [0 ranks, +0 Dex, +3 familiar]
    Spellcraft +8 [4 ranks, +4 Int]
    Spot +4 [0 ranks, +2 Wis, +2 familiar]

    Scribe Scroll
    Alertness (familiar)

    Languages: Common, Dwarf, Draconic, Giant, Goblin, Undercommon.

    Spell/Day – 4|3
    Prohibited Schools – Enchantment, Necromancy
    Spell Book
    0th – Acid Splash, Arcane Mark, Dancing Lights*, Detect Magic, Detect Poison, Flare*, Ghost Sound, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic, Resistance
    1st – Burning Hands*, Comprehend Languages, Enlarge Person, Mage Armor, Magic Missile*, Shield, Summon Monster I
    Spells Memorized DC +4
    0th – Acid Splash, Light, Prestidigitation, Ray of Frost
    1st – Burning Hands, Magic Missile, Magic Missile

    Encumbrance: 33# Light; 66# Medium; 100# Heavy; 200# Lift; 500# Drag

    Traveler’s Outfit (worn)
    Spell Component Pouch (2#, 5gp, belt)
    Backpack (2#, 2gp, back)
    -Dagger (1#, 2gp, pack)
    -Spellbook (3#, pack)
    -Inkpen (1sp, pack)
    -Vial of Ink (8gp, pack)
    -10 Candles (1sp, pack)
    -Flint & Steel (1gp, pack)
    -4 Sheets of Parchment (8sp, pack)
    -Treasure (1gp, pack)
    Total (8#, light load)

    Toby; Male Tabby Cat; Tiny Magical Beast; HD 1; hp 5; Init +2; Spd 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13; BAB +0; Grp -12; Atk +4 melee (claws, 1d2-1/x2); Full Atk +4 melee (clawsx2, 1d2-4/x2), -1 melee (bite, 1d3-4/x2); SA -; SQ low-light vision, scent; AL TN; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.
    Skills & Feats: Balance +10, Climb +6, Concentration +4, Decipher Script +2, Hide +14, Jump +10, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (history) +2, Listen +3, Move Silently +6, Spellcraft +2, Spot +3; Weapon Finesse.
    Special: Alertness, improved evasion, share spells, empathic link.

    From a very young age Thrindar had been taught by his parents to be the best he could be. Not being like many parents they hoped only for the best of their children and never tried to pidgin hole them into any specific profession. His father was a well known dwarven smith and his mother was a tanner. Unfortunately Thrindar took the whole ‘best you can be’ attitude to an extreme and due to his obsessive compulsive behaviors worked out a hierarchy of people over the years. He chose the profession of a wizard and more specifically that of an evoker. As he continued to learn he quickly found the company of others to be overwhelmingly uncomfortable. But, over time, he has learned to ‘tolerate’ others. Thankfully his familiar, a grey tabby named Toby, is actually very friendly and often takes the edge off of his very odd master.

    Thrindar is very much an elitist. He believes in a hierarchy of things. To this end he has group people into categories where their class, race and even gender play a big role in how he treats them. The order of classes are evokers, conjurers, abjurers, transmuters, diviners, illusionists, necromancers, enchanters, wizards, druids, rangers, sorcerers, clerics, bards, paladins, rogues, monks, barbarians, fighters, and any others. The order of races are dwarves, gnomes, halflings, half-elves, half-orcs, humans, elves, and any others. The order of gender are males, females, and any others. Of course he is at the top of the hierarchy being the de facto best of the best. He is also extremely obsessive compulsive.

    Thrindar is short for a dwarf and a bit overweight for his height. His features are plain save for his flame red hair and his piercing reddish brown eyes. He generally can be seen wearing a dark brown shirt and breeches, and light brown belt and boots. Looped into his belt is a pouch and upon his back is a pack with unknown contents. Near him at al times is a grey tabby cat with an odd gleam in its eye.
    Last edited by Tailspinner; Wednesday, 29th April, 2009 at 07:20 PM. Reason: Updated spells memorized

  6. #6
    Scrag, Troll

    Whenever asked to identify himself, the young troll points a thumb in his chest and utters the word "Scrag." No one knows if its his name or if it is an indicator of an aquatic troll heritage. His sea-green and bluish hued skin would seem to indicate the latter, but he doesn't possess any of the other traits that seperate an aquatic troll from a regular troll.

    Scrag simply wandered into town one day, nearly starved to death, collapsing on the steps of the temple. Being a young troll, the priest believed that perhaps this creature could be redeemed of his race's evil tendencies. To his credit, Scrag hasn't eaten anyone, yet, and has shown remarkable restraint at the jibes and insults thrown his way, though that may be because he doesn't understand them. The priest put the young troll to work hauling lumber, which Scrag does with no complaints. Thus far, Scrag seems content with his existence since he has food, water, and shelter. Whether he drifts into the murderous tendencies of his race, only time will tell.


    Although taught the common tongue by the priest who took him in, Scrag very rarely chooses to speak, instead simply listening and following instructions. Scrag does show some self-awareness and self-reliance when it comes to defending himself, though he generally resorts to his natural weapons when doing so. Scrag's benefactor has often observed the young troll staring off into space during breaks in his work. The priest thinks that the young troll is merely daydreaming, though Scrag himself is mum on the issue. He also possesses a rather absurd sense of humor, erupting in a gurgling chuckle when something catches his fancy, though humans have a hard time figuring out just what it is he finds so amusing.


    Race: Troll
    Class (Level): Troll (1)
    Alignment: Neutral
    Size: Medium

    Ability Scores

    20 Str (10 points, +4 racial)
    14 Dex (6 points)
    16 Con (10 points)
    4 Int (0 points, -4 racial)
    12 Wis (6 points, -2 racial)
    4 Cha (0 points, -4 racial)

    Combat Stats

    HP: 11
    AC: 16 (+2 armor, +2 natural armor, +2 Dex), Touch: 12, Flat-footed: 14
    Speed: 30
    BAB: +0
    Grapple: +5 (+0 BAB, +5 Str)
    Single Attack: Claw +5 (+5 Str), 1d4+5 damage or Greataxe +5 (+5 Str), 1d12+7, x3 crit or Longbow +2 (+2 Dex), 1d8, x3 crit
    Full Attack: 2 Claws +5 (+5 Str), 1d4+5 damage; Bite +0 (+5 Str, -5 secondary attack), 1d4+2 damage or Greataxe +5 (+5 Str), 1d12+7, x3 crit; Bite +0 (+5 Str, -5 secondary attack), 1d4+2 damage or Longbow +2 (+2 Dex), 1d8, x3 crit

    Fort: +5 (+2 base, +3 Con)
    Ref: +2 (+0 base, +2 Dex)
    Will: +1 (+0 base, +1 Wis)


    All skills not listed that can be used untrained are simple ability checks.

    Speak Language (Common) (2 skill points)


    Wild Talent (2 power points and ability to take psionic feats)

    Racial Traits

    Darkvision 90'
    Low-Light Vision
    Giant Type




    Longbow (75 gp)
    20 Arrows (1 gp)
    Greataxe (20 gp)
    Leather Armor (10 gp)
    10 chunks of meat (3 gp; 3 sp each)
    Backpack (2 gp)
    Waterskin (1 gp)

    8 gp
    Last edited by crazy_monkey1956; Wednesday, 11th February, 2009 at 03:03 PM.

  7. #7
    Minor Trickster (Lvl 4)

    Yttermayn's Avatar

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    Scott, what is the story with the "poss" spell choices? Surely those are not all in your spellbook?

    And pleeeeeease sblock your character?

  8. #8
    Gallant (Lvl 3)

    Join Date
    Feb 2005
    Lyon, France
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    Rosalia Level 2
    Name: Rosalia
    Class: Rogue
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: CN
    Deity: XXXX
    Str: 10 +0 (02p.)  -4   Level: 2        XP: 1275
    Dex: 16 +3 (10p.)     BAB: +1         HP: 10 (1d6+1) 2
    Con: 12 +1 (04p.)     Grapple: +1     Dmg Red: --/--
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: --
    Wis: 12 +1 (04p.)     Init: +7        Spell Save: --
    Cha: 14 +2 (06p.)     ACP: -0         Spell Fail: --%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:Leather       10    +2    +0    +3    +0    +0    +0    15
    Touch: 13          
    Flatfooted: 12
                       Base   Mod  Misc  Total
    Fort:               0     +1          +1
    Ref:                3     +3          +6
    Will:               0     +1          +1
    Weapon             Attack   Damage     Critical
    Rapier               +1      1d6+0      18-20/x2
    Shortbow             +4      1d6+0         x3
    Dagger               +1      1d4+0      19-20/x2
    Languages: Common, Dwarven, Elven
    Abilities: Sneak Attack +1d6, Trapfinding, Evasion
    Feats: Improved Initiative (Hu), Nimble fingers (1st lvl)
    Skill Points: (8+2)x4 + 4 (hu) = 44, then +11    Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff                       5    +2          +7
    Climb                       1    +0          +1
    Diplomacy                   5    +2    +2      +9
    Disable Device              5    +2    +2    +9
    Disguise                    5    +2     +2     +9
    Gather Info                 5    +2    +2      +9
    Hide                        5    +3          +8
    Intimidate                  1    +3    +2      +6
    Move Silently               5    +3          +8
    Open Lock                   5    +3          +8
    Perform (dance)             2    +2          +4
    Search                      5    +2    +2    +9
    Sense Motive                1    +1          +2
    Sleight of Hand             1    +3    +2    +6
    Tumble                      1    +3          +4
    Use Rope                    1    +3    +2    +6
    Equipment:                 Weight     Cost (gp)
    Rapier                       2.0        20.0
    Shortbow                     2.0        30.0
    Dagger                       1.0         2.0
    Arrows(20)                   2.0         1.0
    MW Thief tools               2.0        30.0
    Backpack                     2.0         2.0
    Candles (10)                 0.0         0.5
    Fishhook                     0.0         0.1
    Flint & Steel                0.0         1.0
    Rope Silk                    5.0        10.0
    Sack                         1.0         0.1
    Soap                         1.0         0.5
    Small miror                  0.5        10.0
    My outfit                    --          --
    Leather Armor               15.0        10.0 
    Total Weight:  33.5lb      Money:  2gp 7sp 5cp
                           Lgt   Med   Hvy  Lift  Push
    Max Weight:             38   76    115   230   575
    Age: 23
    Height: 5'5"
    Weight: 128lb
    Eyes: green
    Hair: light brown
    Skin: white

    Rosalia Level 1
    Name: Rosalia
    Class: Rogue
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: CN
    Deity: XXXX
    Str: 10 +0 (02p.)     Level: 1        XP: 835
    Dex: 16 +3 (10p.)     BAB: +0         HP: 7 (1d6+1) 1
    Con: 12 +1 (04p.)     Grapple: +0     Dmg Red: --/--
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: --
    Wis: 12 +1 (04p.)     Init: +7        Spell Save: --
    Cha: 14 +2 (06p.)     ACP: -0         Spell Fail: --%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:Leather       10    +2    +0    +3    +0    +0    +0    15
    Touch: 13          
    Flatfooted: 12
                       Base   Mod  Misc  Total
    Fort:               0     +1          +1
    Ref:                2     +3          +5
    Will:               0     +1          +1
    Weapon             Attack   Damage     Critical
    Rapier               +0      1d6+0      18-20/x2
    Shortbow             +3      1d6+0         x3
    Dagger               +0      1d4+0      19-20/x2
    Languages: Common, Dwarven, Elven
    Abilities: Sneak Attack +1d6, Trapfinding
    Feats: Improved Initiative (Hu), Nimble fingers (1st lvl)
    Skill Points: (8+2)x4 + 4 (hu) = 44     Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff                       4    +2          +6
    Climb                       1    +0          +1
    Diplomacy                   4    +2          +6
    Disable Device              4    +2    +2    +8
    Disguise                    4    +2          +6
    Gather Info                 4    +2          +6
    Hide                        4    +3          +7
    Intimidate                  1    +3          +4
    Move Silently               4    +3          +7
    Open Lock                   4    +3          +7
    Perform (dance)             2    +2          +4
    Search                      4    +2    +2    +8
    Sense Motive                1    +1          +2
    Sleight of Hand             1    +3          +4
    Tumble                      1    +3          +4
    Use Rope                    1    +3    +2    +6
    Equipment:                 Weight     Cost (gp)
    Rapier                       2.0        20.0
    Shortbow                     2.0        30.0
    Dagger                       1.0         2.0
    Arrows(20)                   2.0         1.0
    MW Thief tools               2.0        30.0
    Backpack                     2.0         2.0
    Candles (10)                 0.0         0.5
    Fishhook                     0.0         0.1
    Flint & Steel                0.0         1.0
    Rope Silk                    5.0        10.0
    Sack                         1.0         0.1
    Soap                         1.0         0.5
    Small miror                  0.5        10.0
    My outfit                    --          --
    Leather Armor               15.0        10.0 
    Total Weight:  33.5lb      Money:  2gp 7sp 5cp
                           Lgt   Med   Hvy  Lift  Push
    Max Weight:             38   76    115   230   575
    Age: 23
    Height: 5'5"
    Weight: 128lb
    Eyes: green
    Hair: light brown
    Skin: white


    Rosalia hated knitting! It brought too many bad memories to the young girl. Her widowed mother was knitting all day long to bring back just about enough to get a clear soup for diner and a piece of meat on rare occasions. Rosalia had learned knitting and her delicate fingers made her quite good at it. She could have done like her mother but her mind was wandering elsewhere. She was a pretty girl and she had started to realize it though her mother had made sure she would not date 'inconvenient' people as her mother would say. Her mother was a modest person but strong in character and morale values.

    One day her mother sent her to do a costume job for Amelia, a famous local dancer. Rosalia discovered another world where feminity and grace were used at their full potential.
    As time went, she would stay hours watching Amelia practise her dancing, see her dress and put on make-up, see her deal with people and in particular men, who seem to be many to come and visit her...
    Amelia took care of her and taught her a bit of dancing and gave her a very different vision of the world...

    Rosalia's mum died suddenly and Amelia took charge of her when she was 16. She would accompany her everywhere. She discovered that Amelia was more than a dancer. She would do jobs or 'services' as she called them for rich men, services that would invovle spying, lying and stealing - not only information, and more. Initially shocked, Rosalia started to get involved in these jobs and use her beauty and charisma to get information or else. Very quickly she turned into a woman, sure of her abilities and charms, knowing how to play men to her advantage. As she matured, she decided to take control of her life herself and left Amelia and her little schemes to herself. So she went and started dancing in a few bars to earn a living though she is looking for bigger opportunities.


    Rosalia is a beautiful woman in her mid-twenties. Her green eyes always seem to be smiling at you whilst her smile makes her just adorable. When she moves her head, her long and slightly curly brown-red hair flows around her. Her skin is rather pale and makes her eyes and lips shine like beacons. Her face is ovale with a thin delicate nose. She wears a rather boyish outfit though, with brown leather trousers, a light blue shirt held by a large red leather belt that lets you guess her hourglass anatomy. In other word, Rosalia doesn't get unnoticed in the crowd and always ends up being the centre of attention.


    Rosalia is recuited by the xx to check problems arising in the village of.. She is supposed to meet an ally their and a black arrow with azur fletching is supposed to be a sign of reconnaissance. The village is in the middle of nowhere. At a temple of Pelor she meets other mercenaries and strangely one of them has had vision of a wizard fighting a dragon with a sword and a.. Checking at the local inn (beer 5cp) does teach that murders have been weird with black goo and aberrations. On the road, a kobold ambush. She finds a 3-finger like amulet on one of the kobold. +207xp
    The group moves further in the forest after a difficult night with the cat being contaminated by the black goo. It gets to a cavern and Rosalia explores it. the ogre is there and seems to be fighting with 'something' to keep control of himself. He fails and attacks us to be defeated and killed. +204xp
    Lots of kobolds and centipedes to defeat.
    Tobie the cat can talk! Or can he? Whilst his master is very quiet. Dialogue with the cat + 50xp
    Defeated more centipedes.
    Defeated a group of kobolds with their shaman. All black goo. One candle golden holder, 5 three-toed claw symbols, one book, one wand (m. missile), a pair of bracers, a pearl, 3 flasks of oily liquid.
    +50xp for OOC with Tuk
    Last edited by Amaury; Tuesday, 20th September, 2011 at 07:19 AM. Reason: xp

  9. #9
    Novice (Lvl 1)

    maddmic's Avatar

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    Jan 2003
    Colorado Springs, CO
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    Grok, Half-orc Cleric of Pelor
    PC Name : Grok           Gender : Male        HD : 1
    Player  : maddmic        Height : 6'2"
    Race    : Half-orc   Weight : 235lb.       HP : 10 / 10
    Class   : Cleric          Age    : 20            Current/Normal
    Level   : 1                 Hair   : Black
    Align   : Chaotic Good      Eyes   : Brown         XP : 0
    Deity   : Pelor              Speed  : 20'           Needed for
    Size    : Medium                                   Next Level : 1000
    SHEET UPDATED : 2/10/2009
         Base  Racial  Magic  Misc  Ability / Modifier
                Bonus   Item          Score
    STR : 15     +2     --     --      17 / +3
    DEX : 13     --     --     --      13 / +1
    CON : 14     --     --     --      14 / +2
    INT :  8     -2     --     --       6 / -2
    WIS : 17     --     --     --      17 / +3
    CHA :  8     -2     --     --       6 / -2
    +1 ability increase every 4th level is added to base number.
    ARMOR CLASS                         BASE ATTACK BONUS
      AC Total        : 17                MELEE         RANGED
      AC Flat-Footed  : 16                  Total : +3    Total : +1
      AC Touch Attack : 11                  Base  : +0    Base  : +0
      Base            : 10                  STR   : +3    DEX   : +1
      Armor           : +4                  Misc. : --    Misc. : --
      Shield          : +2
      Dexterity       : +1                INITIATIVE
      Size            : --                  Total : +1
      Magic           : --                  DEX   : +1
      Misc.           : --                  Misc. : +0
               Total   Base  Ability  Misc  Magic
    Fortitude : +4  =   2      +2      +0    +0
    Reflex    : +1  =   0      +1      +0    +0
    Will      : +5  =   2      +3      +0    +0
    Orc blood
    Darkvision 60'
    FEATS                                      Indicate for level, class, race, etc.
    Augment Healing (1st)
    CLASS ABILITIES                                  Indicate current abilities only
    Domain Access (Healing, Strength)
    Turn undead
    SKILLS                        Fill in skills you have ranks in AND skills that
                                  can be used untrained. Mod is the final score, Rnk
    Skill Point Total     : 4     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.
    Skill                                                        Related
        Mod    =  Rnk  Abl  Msc  |  Skills:                      Ability
        +2     =   0   +2   +0   |  Concentration                (CON)
        -2     =   0   -2   +0   |  Craft:                       (INT)
        -2     =   0   -2   +0   |  Diplomacy                    (CHA)
        +7     =   4   +3   +0   |  Heal                         (WIS)
        -2 t   =   0   -2   +0   |  Knowledge: arcana            (INT)
        -2 t   =   0   -2   +0   |  Knowledge: history           (INT)
        -2 t   =   0   -2   +0   |  Knowledge: religion          (INT)
        -2 t   =   0   -2   +0   |  Knowledge: the planes        (INT)
        +3 t   =   0   +3   +0   |  Profession:                  (WIS)
        -2 t   =   0   -2   +0   |  Spell Craft                  (INT) 
    ! = Armor Check Penalty (-0) applies
    t = trained only
                    Base       Ability
    LVL    DC     Spell/Day     Bonus      Spell Per Day
     0     13         3      +    0     =        3              
     1     14         2      +    1     =        3              
    Read Magic
    Read Magic
    Divine Favor
    Magic Stone
    Cure Light Wounds (d)
    WEAPONS                 ATT is your final attack modifier when using the weapon.
                            Monks should also list bare-handed attacks here.
    NAME : Heavy Mace         NAME : Sling              NAME : Longspear
    ATT  : +3                 ATT  : +1                 ATT  : +3
    DMG  : 1D8+3              DMG  : 1D4+3              DMG  : 1D8+4
    CRIT : x2                 CRIT : x2                 CRIT : x3
    RNG  : N/A                RNG  : 50'                RNG  : N/A
    WGHT : 8                  WGHT : -                  WGHT : 9
    SIZE : 1H Melee           SIZE : 1H Ranged          SIZE : 2H Melee
    TYPE : Bludgeoning        TYPE : Bludgeoning        TYPE : Piercing
    PROPERTIES :              PROPERTIES :              PROPERTIES :
    COST : 12                 COST : --                 COST : 5
    GRAPPLE BONUS: +0 BAB +3 STR +0 SIZE = +3
    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
      12   8.0       heavy mace
      --   -.-       sling
       5   9.0       longspear
       1   10.0  100 bullets, sling 
      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       --grappling hook
      25    1.0       --holy water
       1   4.0       --waterskin
       1   4.0       --waterskin
       5   10.0  10  --trail ration
       1   -.-       --flint & steel
       1   0.5       --belt pouch
       1   10.0      --rope, hemp 50'
    TOTAL WEIGHT W/O BACKPACK: 67.0 (light)
    TOTAL WEIGHT W/ BACKPACK : 107.5 (medium)
    MAGIC ITEMS      List items weights, costs, location, number of charges (if any)
    [ ] 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
    GP:  5
    SP:  9
    Last edited by maddmic; Tuesday, 24th February, 2009 at 01:09 PM.

  10. #10
    Minor Trickster (Lvl 4)

    Yttermayn's Avatar

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    Amaury, Rosalia is looking good. Her points spent on attributes don't add up, but the attributes themselves do. Not terribly important.
    Maddmic, Grok is looking good also. The sheet says 0 for spells known, though, might want to fix that.

    It looks like Walking Dad has fallen off the radar. I'd like to get the game started soon. We were delayed a bit, and I start my four day long work cycle that gets me up early and keeps me out late tomorrow, so I might not be able to get the game started until Sunday. However, it is possible I'll get off at a reasonable time at least once these next four days and I will try to make sure everything is ready to go at that time.

    Some of you appear to be using a character sheet generator, would you care to enlighten me to what they are? I'd like to check them out.

    Slots taken:

    Voda Vosa - Tuk, Human Exotic Fighter
    Scott - John Tannerson, Human Conjuror
    Helfdan - Roderic Asturien, Human Paladin
    Amaury - Rosalia, Human Rogue
    Tailspinner - Thrindar, Dwarf Evoker Wizard
    Voadam - Jakobee Cyr, Human Warlock
    Crazy Monkey - Scrag, psychic Troll
    Maddmic - Grok, Half-orc Cleric

    This is looking like a final list to me folks! Is everybody more or less ready?

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