Rogues Gallery: Aerie of the Crow God PbP Campaign!


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  1. #1
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    Guide (Lvl 11)

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    Rogues Gallery: Aerie of the Crow God PbP Campaign!

    Characters should be posted on this thread. Characters should be 7th-level. FYI... It might be useful for the group to have a bard.
    Last edited by Knightfall; Sunday, 1st May, 2011 at 01:04 AM.
    Robert Blezard

 

  • #2
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    Code:
    CHARACTER NAME : Lorien Mornyano
    RACE (CR) : Male Elf
    CLASS (LEVEL) : Bard 7
    ALIGNMENT : N
    SIZE : Medium
    SPEED : 30 ft.
    LANGUAGES
    Common, Draconic, Elven, Sylvan, Barbarian.
    
    EXPERIENCE : 21000
    CASH : 1020gp, 80sp, 40cp
    
    ABILITY SCORES
    Str 12 (+1) (12/base)
    Dex 17 (+3) (13/base +2/race +2/item)
    Con 12 (+1) (13/base -2/race +1/level)
    Int 17 (+3) (17/base)
    Wis 10 (+0) (10/base)
    Cha 15 (+2) (15/base)
    
    SAVES
    FORT +3 (2/brd 1/con)
    REF +8 (5/brd 3/dex)
    WILL +4 (5/brd 0/wis)
    
    HIT POINTS : 34 (6+4+3+4+3+4+3+7)
    ARMOR CLASS
    Standard : 18 (+3/dex +4/armor +1/deflecion)
    Touch : 14
    Flat-Foot : 14
    
    INITIATIVE : +7
    BASE ATTACK : +5
    RANGED : +8
    MELEE : +6
    
    WEAPONS
    +1 Longsword +7; 1d8+2; 19-20/x2
    Mw C.Longbow 10; 1d8+1; x3 (Range 110ft)
    
    RACIAL TRAITS
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus
    against enchantment spells or effects.
    -Low-Light Vision
    -Weapon Proficiency: longsword, rapier, longbow, shortbow
    -An elf who merely passes 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.
    
    CLASS FEATURES
    Bardic music: Countersong, Fascinate, Inspire courage +1,
    Inspire competence, Suggestion
    Bardic knowledge +10
    
    FEATS
    1: Improved Initiative
    3: Weapon Focus Longbow
    6: Quick Draw
    
    SKILLS
    Balance              5+3+2=10
    Bluff                5+2=7
    Diplomacy            10+2+2=14
    Gather Information   10+2=12
    Hide                 10+3+5=18
    Listen               5+2=7
    Move Silently        10+3=13
    Perform Sing         10+2=12
    Perform String Inst. 5+2+2=9
    Sleight of Hand      5+3+2=10
    Tumble               10+3=13
    UMD                  5+2=7
    
    Bardic Knowledge     10
    
    SPELLS: 0:3/D, 1:4/D, 2:3/D
    A0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigation,
    Read Magic, Summon Instrument
    A1: Alarm, Charm Person, Feather Fall, Identify
    A2: Cure Moderate Wounds, Hold Person, Shatter, Tongues
    
    EQUIPMENT: [17970gp, 9sp]
    Explorer's Outfit [10gp]
    Mithral Shirt [1100gp]
    Cloak of Elvenkind [2500gp]
    Gloves of Dexterity [4000gp]
    Ring of Protection +1 [2000gp]
    Ring of Sustenance [2500gp]
    Signet Ring (House Mornyano) [5gp]
    
    Efficient Quiver [1800]
    -MW Composite Longbow (+1 str Bonus) [500gp]
    -+1 Longsword [Heirloom]
    -Arrows (20) [1gp]
    -Cold Iron Arrows (20) [2gp]
    -Silver Arrows (20) [3gp]
    
    Handy Haversack [2000gp]
    -Courtier's Outfit [30gp]
     -Jewelry [50gp]
    -Everburning Torch [110gp]
    -Silk Rope (50ft) & Grappling Hook [11gp]
    -MW Elven Lute [100gp]
    -Lorien's Writing Kit
     -Book x2 30gp
     -Inkvial 8gp
     -Inkpen 1sp
     -Everburning Candle 110gp
    
    Belt Pouch x3 [3gp]
    -Caltrops [1gp]
    -Signal Whistle [8sp]
    -Smokestick x2 [40gp]
    -Potion of Resist Fire [300gp]
    
    Spell Component Pouch [5gp]
    Scroll Case [1gp]
    Wand of CLW [750gp]
    A nobleborn from Silverleaf, Lorien only knew the life of song and joy when growing up. Swordplay was sport to him and the bow was an instrument of beauty, not of war. But childhood never lasts long, and the content life of court became boring for the young elf who wanted to see the distant lands he had heard tales of. He journeyd far and wide and for a while settled with the wild cousins of Silver Elves living on the north edges of the Great Forest. There he truly learned what it meant to use the bow. Decades of life on the road has roughed the soft youth off of Lorien, and he is a hardy adventurer now, but his manners still speak of noble upbringing.

    Lorien is a softspoken elf, with the manners of a noble contrasted by the confidence of a warrior. He stands quite tall for an elf, being 5'7" and weighs around 120 lbs. His skin has taken a soft tan from the years on the road but his silvery hair and bright green eyes effectively reveal his heritage.

    What Lorien knows
    You've heard tales of the Thunder Lands since you were young. The tales talk of old, worn out cities and nature at its wildest. The Thunder Lands are a place of adventure and conflict. You've had run-ins with the mountain orcs of the Black Kingdom and the warlords of the City-state of Flamerule to the west. You've also heard stories of heroes...

    It was several years ago. A band of heroes stopped some sort of planar invasion and war erupted in the lands west of where you are now. Pitched battles that beset good versus evil and that lead to the subjugation of the domain of Anoria by Flamerule's infernal worshipping rulers. The war did not reach the Strandlands; although, many Strandlanders fought on both sides as mercenaries.

    At least, that's the story.

    There is an odd land of barbarians to the north. They are lead by a barbarian who has taken the title of Baron and who rules his barbaric land as a king rules a kingdom. It would seem odd to the barbarians of the Twilight Lands, north of your homeland.

    It has been ages since you've been home. You've become an outsider amongst your own people. You never liked courty life and you found solace amongst the Twilight barbarians and gains a good friend as well. You've known Halmar since he was a boy. He's been a good friend and a staunch ally. The two of you have saved each other's life many times.

    Along the road you've heard rumors of elves living to the south in a large desert. Their culture is said to revolve around one deity who isn't a traditional elven god. You've also heard rumors about strange ruins in the desert and a hidden tower said to stand so high that it reaches the sun and moon. A tower of evil.

    You know there are city-states to the south and that one may be inhabited by winged, bird-like humanoids from another plane of existance that were brought here during the time of The Transformation. There is also said to be decadance in the southern city-states but know one could tell you anything for certain. Someone did refer to a city-state known as Yuln, however.


    Current HP: 31 (34 [max.])
    Last edited by Knightfall; Thursday, 29th October, 2015 at 09:17 PM.
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  • #3
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    Myrmidon (Lvl 10)

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    archived version of the PC:
    Quinn Inagui

    Spoiler:

    Code:
     Name: Quinn Inagui
    Class: Fighter
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral 
    
    
    Str: 18 +4 (15+1+2I)Level: 7        XP: -
    Dex: 14 +2 (14)     BAB: +7/+2         HP: 84 (1d10+2)
    Con: 15 +3 (15)     Grapple: +11/+6   Dmg Red: 0
    Int: 13 +1 (13)     Speed: 30'        Spell Res: 0
    Wis: 13 +1 (13)     Init: +2      Spell Save: +0
    Cha: 12 +1 (12)     ACP: -4         Spell Fail: 0%
    
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +5    +0    +2    +0    +0    +1    18
    Touch: 12              Flatfooted: 16
    
                             Base   Mod  Misc  Total
    Fort:                      5     +3   +1     +9
    Ref:                       2     +2   +1     +5
    Will:                      2     +1   +1     +4
    
    Weapon                 Attack   Damage     Critical
    MW Spiked Chain        +13/+7  2d4+4      x2
    Net                     +9/+4     -         -
    Longbow                 +9/+4   1d8+4      x3
    
    Languages: Common, Dwarven.
    
    Abilities: 
    Human:     
    *  Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    * 1 extra feat at 1st level.
    * 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
    
    Feats: Exotic weapon prof. Combat expertise. Improved trip. Dodge. Mobility. Spring attack. Weapon focus (spiked chain). Whirlwind Attack
    
    
    Skills               Ranks  Mod  Misc  Total
    Climb                  7    +4          +11
    Intimidate             7    +1          +8
    Jump                   9    +4          +13 
    Ride                   7    +4          +11 
    Swim                   7    +4          +11 
    
    Equipment: 
    Breastplate +1                    1250           
    Chain spiked MW                  320gp   10lb 
    Gloves of Ogre power            4000gp   
    Cloack of Resistance +1         1000gp  
    Net                               20gp   6lb 
    Potion of Cure light wounds x2   100gp
    Compòsite Longbow (Str +4)       500gp 
    Arrows
    Bed roll
    Flint and steel
    Iron pot	
    X days of trail ration
    Waterskin
                     
    Money: 3

    A life of fight is what Quinn has always desire. Lucky he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city pay him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the pety gladiators of his home city wont offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
    So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
    That seemed like a good idea first. At least before he stood up against monsters way to powerful to be defeated by his skills alone.
    Life taught Quinn the hard way, that he should not be so arrogant.
    Beaten, thirsty and hungry, he arrived to the Strandlands. May be these lands would offer him better chances.

    Still lacks equipment.

    What Quinn knows
    You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

    You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

    The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

    But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

    There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

    Anything is possible.
    Last edited by Knightfall; Wednesday, 21st October, 2015 at 11:38 PM.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #4
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    Minor Trickster (Lvl 4)

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    Caerth Heart-of-Oak
    N male half-orc druid 7
    (levels 1, 4, 6 are racial substitution levels)

    stats
    STR 18 (+4) (15 base + 2 racial + 1 level)
    DEX 16 (+3)
    CON 14 (+2)
    INT 12 (+1) (14 base - 2 racial)
    WIS 16 (+3)
    CHA 11 (+0) (13 base - 2 racial)
    Fort: 7 (5 base + 2 CON)
    Ref: 5 (2 base + 3 DEX)
    Will: 8 (5 base + 3 WIS)

    Base attack: +5
    Melee attack: +10 spear +1 (twohanded, damage 1d8+7, crit x3)
    Ranged attack: +9 composite longbow +1 (+4 str bonus) (damage 1d8+5, crit x3)

    Initiative: +3
    Hit dice: 3d10+4d8+14
    HP: 44 (10 + 2d10+4d8+14=34)
    AC: 17 (10 + 4 armor + 3 Dex)
    Speed: 20 (medium armor)
    Languages known: Common, Orc, Druidic, Sylvan

    Feats:
    - Track (level 1)
    - Martial Weapon Proficiency: Composite Longbow (level 3)
    - Natural Spell (level 6)

    Skills:
    - Concentration +12 (10 ranks)
    - Handle Animal +10 (10 ranks)
    - Knowledge (nature) +15 (10 ranks, +2 druid, +2 survival)
    - Listen +8 (5 ranks)
    - Spot +8 (5 ranks)
    - Survival +15 (10 ranks, +2 druid)

    Racial features (half-orc):
    - strength +2, intelligence -2, charisma -2
    - medium size; base speed 30 feet
    - darkvision 60 feet
    - orc blood (considered an orc for effects related to race)
    - favored class: barbarian

    Class features (druid):
    - Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural weapons
    - Proficient with light and medium armor and with wooden shields
    - Prohibited from wearing metal armor
    - Spellcasting
    - Spontaneous casting (summon nature's ally)
    - Cannot cast spells of opposed alignment
    - Druidic as extra language; Sylvan as bonus language option
    - Tough animal companion (racial substitution level 1: animal companion gains Toughness)
    - Nature sense (+2 bonus on Knowledge nature and Survival)
    - Wild empathy
    - Woodland stride
    - Trackless step
    - Bully animal (racial substitution level 4: add Strength modifier to Wild empathy checks instead of Charisma)
    - Wild shape 3/day (item)
    - Augmented nature's allies (racial substitution level 6: animals summoned with summon nature's ally gain +4 Strength and Constitution)

    spells prepared
    Level 0: (6) create water (x2), detect magic, detect poison, purify food and drink, read magic
    Level 1: (5) cure light wounds (x2), entangle, speak with animals, obscuring mist
    Level 2: (4) lesser restoration, barkskin, gust of wind, warp wood
    Level 3: (3) call lightning, cure moderate wounds, plant growth
    Level 4: (1) scrying
    DC is 13 + spell level

    equipment
    - hide armor +1 (AC +4, armor check -2, medium) 1165gp
    - spear +1 (twohanded, melee attack +10, damage 1d8+7, crit x3) 2302gp
    - composite longbow +1 (+4 str bonus) (ranged attack +9, damage 1d8+5, crit x3) 2800gp
    - arrows x120 6gp
    - druids vestment (gain Wild shape +1/day) 10000gp
    - quiver of ehlonna 1800gp
    - ring of sustenance (heirloom, worth 2500gp)
    - backpack 2gp
    - holly and mistletoe 0gp
    - spell component pouch 5gp
    - wand of cure light wounds 750gp
    - potion of cure light wounds 50gp
    - trail rations 4 days 2gp
    - 118 gold pieces

    appearance, personality and background
    Spoiler:
    Name:  Caerth Heart-of-Oak.jpg
Views: 186
Size:  34.6 KB
    Appearance:
    A tall, muscular man with grayish skin and small tusks jutting from his lower jaw, there is no mistaking the orcish ancestry of Caerth Heart-of-Oak. Unlike many half-orcs, however, he bears no obvious scars apart from several old scratch marks on his forearms; lessons learned early about carefully handling wild animals.

    Though usually dressed in sturdy brown hide armor underneath a moss green, fur lined vestment, Caerth often goes barefooted so he can ‘feel the land’ he travels. When this is not convenient, he carries a pair of boots in his ragged backpack, along with several seeds, berries and the occasional small dead animal. His weapons of choice, a finely crafted bone-tipped spear and a massive black longbow, are never far from his side, even when visited the so-called civilized places. Apart from a small, faded bronze ring, Caerth wears no jewelry or other impractical trinkets.

    The large brown horned owl that Caerth refers to as Screech, is often found nearby, even in daylight when most owls are asleep.

    Personality:
    Most people expect half-orcs to be dumb, but Caerth is wise and rather clever. He has never learned the art of diplomacy, however, so when he speaks his mind it is blunt and completely honest. Run-ins with the local villagers have taught him to keep his mouth shut unless in the company of those people he trusts, which are few.

    Instead, Caerth prefers the company of animals and the quiet companionship of trees and vegetation. As a druid, he cares for all natural life and strives to maintain the balance of nature, hunting down or chasing away those who threaten the equilibrium.

    Every once in a while, though, he takes the form an inconspicuous animal and spends his time in town, observing the mysterious people of his mother’s race; wanting to belong, yet unable to understand.

    Background:
    In his earliest childhood memories, Caerth was playing outside the hut of the hermit Aeron, trying to catch the small animals that lived around it. Some of them fought desperately to escape the boy’s grasping hands, scratching the skin of his hands and arms. Gently at first but sternly when necessary, Aeron corrected the young half-orc and showed him how kindness worked better at gaining the creatures’ trust. This took him a long time; apparently his orcish blood urged Caerth to a more violent path even at that age.

    As he grew up in the forest amongst the woodland creatures, Caerth learned to suppress his inherent violence and eventually channel it into curiosity about nature and its ancient magic. He became a fierce hunter, a gentle protector, and after many years, a promising young druid under the guidance of the hermit Aeron.

    Upon entering the druidic circle, the aging hermit gave Caerth a new name: Heart-of-Oak. It was a title of respect for his loyalty to the natural balance of the world; of goodness of heart, and wise decisions. Caerth was also given a magical bronze ring. While wearing it, he would need only a few hours of rest, and no food at all; this enabled the young druid to travel to otherwise inhospitable wild places. It was in such a place, far from the familiar forest of home, where the half-orc rescued an owl chick from a hungry young manticore. He named the owl Screech, for the high sounds it makes when excited, and it has followed him around ever since.

    A few times Caerth accompanied Aeron to the nearby town of Carnell, and although he was intrigued by the human people living there, they were not pleased by his presence. Attempts at conversation went very bad very quickly, and only the timely intervention by Aeron prevented an all-out fight.

    When he asked his mentor about it, Aeron told Caerth how many years ago a young noblewoman had come to the hermit with a newborn wrapped in cloth. The infant, obviously a half-orc, was the result of one hedonistic night with an orc slave in a faraway brothel, and it would make a huge scandal if anyone found out. Better that the babe would die in childbirth. Yet the woman could not bring herself to take his life; instead she sneaked out and came pleading to the hermit druid to raise him and forever keep her secret.

    The fact that his mother’s family was uncomfortable about him living nearby, and the general human suspicion about orcs and their violent nature, was the reason why most people would never fully trust Caerth. It was not fair, but being angry about would only confirm their suspicions.

    Only once has Caerth seen his mother; in the shape of a large bird, he flew to her house and watched from a nearby tree as the woman he knew to be his mother was going about her chores. There was so much he wanted to say to her, to ask her, to comfort her, but in the end, he did not dare to enter the house; did not know if she would welcome him, or be proud; if she would recognize him at all.

    He did not return.


    Screech, animal companion
    N tiny animal (owl)
    HD: 5d8+3 (toughness)
    HP: 24 (8+4d8+3=24)
    Speed: 10 feet, fly 40 feet (average)

    Base attack: +3
    Melee attack: +7 talons (1d4-2)
    Armor class: 22 (+2 size, +4 Dex, +6 natural), touch 16, flat-footed 18

    Space/reach: 2-1/2ft/0ft
    Special attacks: Flyby Attack
    Special qualities: low-light vision, link, share spells, evasion, devotion

    Saves: Fort +4, Ref +7, Will +3
    Abilities: STR 6, DEX 19, CON 10, INT 2, WIS 14, CHA 4

    Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16)
    Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack
    Tricks known (max 9): Attack, Come, Down, Fetch, Seek, Stay, Work, Defend, Heel


    XP earned (Sept 18, 2014): 630
    XP earned (Mar 04, 2015): 280 + 263
    Current XP: 22,173
    Next level: 28,000


    Current HP: 32 (max 44)
    Last edited by JustinCase; Thursday, 11th February, 2016 at 07:28 PM. Reason: Adjusted current hp
    Egregious Professor Of Cruel And Unusual Geography. Also a wizzard.

  • #5
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    Cutpurse (Lvl 5)

    Tailspinner's Avatar

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    Character
    INFORMATION
    Name: Aureus Canis
    Race: Hutaakan
    Class: Rogue
    Level: 7
    Alignment: Lawful Good
    Languages: Hutaakan, Orc (Maran), Gnoll, Javeldian, Vananean
    Size: Medium
    Gender: Female
    Age: 20
    Height: 6'-2"
    Weight: 160#

    ABILITIES
    Str: 13 (15 base, -2 race)
    Dex: 18 (16 base, +2 gloves)
    Con: 14
    Int: 16 (14 base, +2 race)
    Wis: 18 (15 base, +2 race, +1 4th level)
    Cha: 14

    COMBAT
    HP: 39 [6+2+3+2+5+4+3+14]
    AC: 21 [10 base, +4 Dex, +6 armor, +1 natural]
    AC Touch: 14 [10 base, +4 Dex]
    Flatfooted: 17 [10 base, +6 armor, +1 natural]
    Init: +4 [+4 Dex]
    BAB: +5
    Fortitude: +5 [2 Base, +2 Con, +1 cloak]
    Reflex: +10 [5 Base, +4 Dex, +1 cloak]
    Will: +7 [2 Base, +4 Wis, +1 cloak]
    Speed: 30'

    WEAPON
    +2 Short Sword: Attack: +8, Damage: 1d6+3, Crit: 19-20/x2, Type: P

    RACIAL
    Abilities: -2 Str, +2 Int, +2 Wis
    Size: Medium
    Humanoid (Extraplanar, Hutaakan)
    Speed: 30'
    Darkvision 60'
    +1 natural AC
    +4 racial bonus on Hide and Move Silently checks.

    CLASS: Rogue
    Armor/Weapons: Light / Simple, hand crossbow, rapier, sap, shortbow, and short sword.
    Sneak Attack +4d6
    Trapfinding
    Evasion
    Trap Sense +2
    Uncanny Dodge

    FEATS
    Nimble Fingers
    Skill Focus (Disable Device)
    Skill Focus (Open Locks)

    SKILLS
    Balance +16 (10 ranks, +4 Dex, +2 synergy)
    Climb +11 (10 ranks, +1 Str)
    Disable Device +20 (10 ranks, +3 Int, +2 nf, +3 focus, +2 tools)
    Hide +18 (10 ranks, +4 Dex, +4 race)
    Jump +13 (10 ranks, +1 Str, +2 synergy)
    Listen +14 (10 ranks, +4 Wis)
    Move Silently +18 (10 ranks, +4 Dex, +4 race)
    Open Lock +21 (10 ranks, +4 Dex, +2 nf, +3 focus, +2 tools)
    Search +13 (10 ranks, +3 Int)
    Spot +14 (10 ranks, +4 Wis)
    Survival +4 (+6*) (0 ranks, +4 Wis, +2 Synergy*)
    Tumble +16 (10 ranks, +4 Dex, +2 synergy)
    * find or follow tracks

    SPECIAL
    Fighting Defensively (+3 dodge bonus to AC)
    Total Defense (+6 dodge bonus to AC)

    CARRYING CAPACITY
    Light: 50#
    Medium: 100#
    Heavy: 150#

    EQUIPMENT
    +2 Mithral Shirt (5250gp, 10#, worn)
    Cloak of Resistance +1 (1000gp, 1#, worn)
    Gloves of Dexterity +2 (4000gp, 0#, worn)
    +2 Short Sword (8310gp, 2#, belt)
    Backpack (2gp, 2#, back)
    Rope of Climbing (0gp, 3#, backpack) [Signature Magic Item]
    MW Thieves' Tools (100gp, 2#, backpack)
    5 Potions of CLW (300gp, 1#, backpack)
    10 Days of Trail Rations (5gp, 10#, backpack)
    Waterskin (1gp, 4#, backpack)
    Total (18,968gp, 35#, light)

    FINANCES: 32

    Background: TBD

    Current HP: 31 (39 [max.])
    Last edited by Knightfall; Saturday, 2nd January, 2016 at 07:49 AM.

  • #6
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    Lama (Lvl 13)

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    Minvelepharadan 'Phar' Tamlyranth

    Silver/Gray Elf Hybrid Elf Paragon 3, Wizard (Evoker) 4

    +630 xp scrag battle

    Str: 11 (13 base -2 race)
    Dex: 16 (14 base -2 race)
    Con: 12 (14 base -2 race)
    Int: 24 (17 base +2 race +1 4th level +2 Paragon 3 +2 Magic)
    Wis: 12
    Cha: 12
    Alignment: CG
    HP: 39 (8+24+7Con) 4d4+3d8+7 Hit Points (2d8+4d4=24) (currently 36)
    BAB: +4
    FORT: +3
    REFLEX: +7
    WILL: +6
    AC: 21 touch 14, flatfooted 16

    Description

    Gender: Male
    Age: 150
    Height: 5'7"
    Weight: 100#
    Hair: Pale golden worn long and held back with a simple silver headband.
    Eyes: Violet
    Appearance: Phar, as he allows those who do not speak the musical language of his people to call him, is tall and thin in a way that sets him apart from typical Silver Elves. His skin is pale gray and his eyes are violet and filled with deep sadness. His slender form gray form topped with pale golden hair has been likened to an aspen tree on a fall afternoon when the leaves are soon to fall. His long hair is brushed out straight and held in place with a simple silver band. He wears a chain shirt of impossibly fine delicate work in mithral over silver-gray padding of a smooth cloth. Over this is a black vest with stylized stags under a night sky. The stars are in the pattern of the midsummer sky over lost Amylinyon. His gear is all of the archaic style of Amylinyon no longer seen. He carries the traditional elven weapons--longsword and longbow. His trousers are also silver gray and faced with buffed leather. He wears low soft boots and a travelers pack. While most of his gear is in pale silver, light wood or buff colors his cloak is a vivid purple that matches his eyes. A buckler of dark wood is strapped to his left arm. It too is faced with a stylized stag with elaborate horns swept back over the length of the body.


    Gray/Silver Elf Hybrid

    •+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Strength.
    •Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    •Elf base land speed is 30 feet.
    •Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    •Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    •Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    •+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes 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.
    •Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    •Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.



    Wizard

    Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
    Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time.
    Bonus Languages:A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
    Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
    Bonus Feats: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
    At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.



    Elf Paragon

    Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields.

    Wizard level +2

    Elfsight (Ex) An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

    Resist Enchantments (Ex) An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.

    Weapon Focus (Ex) At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.

    Ability Boost (Ex) At 3rd level, an elf paragon's Intelligence score increases by 2 points.



    Feats

    Scribe Scroll (wizard bonus)
    Summon Familiar (wizard bonus0
    Weapon Focus (elf paragon bonus)
    Spell Penetration (campaign bonus)
    Point Blank Shot 1st Level
    Precise Shot 3rd Level
    Practiced Spellcaster (complete wizard p.82) 6th Level
    (5th Level Wizard Bonus pending)
    (9th Level pending)


    Skills

    (2+7Int)x(Level+3)=90
    Languages: Common, Elven, Centaur, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan
    Bluff*1+1Gear+1Cha
    Concentration 10+1Con
    Craft
    Decipher Script 2+7Int
    Diplomacy 5+1Cha+2Syn
    Hide 5+3Dex
    Knowledge Arcana 10+7Int
    Knowledge Architecture and Engineering 5+7Int
    Knowledge Dungeoneering 1+7Int
    Knowledge Geography 1+7Int
    Knowledge History 1+7Int
    Knowledge Local 1+7Int
    Knowledge Nature 1+7Int
    Knowledge Nobility and Royalty 5+7Int
    Knowledge Religion 1+7Int
    Knowledge The Planes 1+7Int
    Listen 1+1Wis+2Race
    Move Silently 5+3Dex
    Ride* 1+3Dex
    Search* 2+1Wis +4Race+2Syn(secret doors and hidden compartments)
    Spellcraft 8+7Int+2Syn
    Spot 5+1Wis+4Race
    Survival 2+1Wis
    Swim 2

    *Cross class


    Spells

    Evoker Opposed Schools Illusion and Necromancy
    4+s, 3+2+s, 3+2+s, 2+2+s
    Current:
    O Level Light (s), Caltrops, Detect Magic, Prestidigitation, Electric Jolt
    1st Level Magic Missile (S), Whelm, Familiar Pocket, Protection from Evil, Slide, Feather Fall
    2nd Level Scorching Ray (S), Luminous Swarm, Slapping Hand, Cat's Grace, Scorching Ray x2
    3rd Level Fireball (S), Haste, Summon Monster 3, Fly, Dispel Magic

    Spell Book Acid Splash, Arcane Mark, Caltrops, Daze, Dancing Lights, Detect Poison, Detect Magic, Electric Jolt, Flare, Light, Sonic Snap, Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Open/Close, Resistance, Stick,
    1st (12) Grease, Protection from Evil, Identify, Slide (SC), Shield, Magic Missile, Kelgore's Fire Bolt (PH2), Whelm (PH2), Enlarge Person, Feather Fall, Familiar Pocket (SC), Light of Lunia (SC)
    2nd (4) Slapping Hand (SC), Luminous Swarm (CM), Scorching Ray, Glitterdust, Bull's Strength, Cat's Grace, Web
    3rd Haste, Fireball, Lightning Bolt, Fly, Dispel Magic, Summon Monster 3


    Equipment

    +2 Headband of Intellect 4000 gp
    +1 Feycraft Mithral Thistledown Suit Chain Shirt 2850 gp 11.2# APC: 0 Max Dex: +7 Arcane spell failure: 0%
    +1 Feycraft Darkwood Buckler 1714 gp 5# ACP: 0 Arcane spell failure: 0%
    +1 Ring of Protection 2000 gp
    MW Longsword 315 gp 4#
    +1 Elvencraft Longbow 2675 gp 3#
    -20 arrows 1 gp 3#
    Daggerx3 6 gp 1#
    Wand of Web 4500 gp (50 charges)
    Travelers Outfit 0 gp 0#
    Spell Component Pouch 5 gp 2#
    Scroll Case 1 gp .5#
    -scroll of fly
    -scroll of Cat's Grace
    -scroll of Bull's Strength
    Handy Haversack 2000 gp 5#
    -2 Spell books of dragon hide with vellum pages in slipcovers 540 gp
    -1 spell book standard 15 gp
    -Bed roll and winter blanket 6sp
    -Candle x2 2 cp
    -Flint and Steel 1 gp
    -Potion of cure light wounds 50 gp
    -Water Skin x2 one filled with wine 12 gp
    -50' silk rope 10 gp
    -trail rations x10 days 5gp
    -Pen x2, Ink and Parchement x9
    -Morningstar 8 gp
    -Torch x2 2 cp
    3 pp 25 gp 3 sp 6 cp



    Hawk Familiar


    Size/Type: Tiny Magical Beast
    Hawk
    Tiny Animal
    Hit Dice: 4 1d8 (19 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
    Base Attack/Grapple: +4/-6
    Attack: Talons +5 melee (1d4-2)
    Full Attack: Talons +7 melee (1d4-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —
    Special Qualities: Low-light vision
    Saves: Fort +2, Ref +6, Will +7
    Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
    Skills: Listen +4, Spot +16 or as Master
    Feats: Alertness, Weapon Finesse
    Familiar Abilities: Alertness (master when within arms length), improved evasion, share spells, empathic link, deliver touch spells, speak with master.


    History/Background


    Last edited by Knightfall; Friday, 20th November, 2015 at 06:27 PM.

  • #7
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    The Grand Druid (Lvl 20)

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    Taking over Voda Vosa's character - and willing to turn it back over to him when he returns

    Code:
     Name:     Quinn Inagui
    Class:     Fighter
    Race:      Human
    Size:      Medium
    Gender:    Male
    Alignment: Neutral 
    
    
    Str: 18 +4 (15+1+2I) Level: 7          XP: -
    Dex: 14 +2 (14)      BAB: +7/+2        HP: 91 (7*(1d10+3)) [1d10+3 [con]]
    Con: 16 +3 (16)      Grapple: +11/+6   Dmg Red: 0
    Int: 13 +1 (13)      Speed: 30'        Spell Res: 0
    Wis: 13 +1 (13)      Init: +2          Spell Save: +0
    Cha: 12 +1 (12)      ACP: -4           Spell Fail: 0%
    
    lv 4 adjustment: con
    
          Base Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: 10   +5    +0    +2    +0    +0    +2    19 [20 with dodge] Touch: 13 [14 with dodge] Flatfooted: 17
    
          Base  Mod Misc Total (Misc = cloak)
    Fort:   5    +3  +1    +9
    Ref:    2    +2  +1    +5
    Will:   2    +1  +1    +4
    
    Weapon                 Attack   Damage     Critical
    +1 MW Spiked Chain     +14/+8   2d4+7      x2  Signature magic item: won it at his last gladiatorial fight
    Net                     +5/+0     -        -  Special: rng touch att; entangle; range inc : 10 ft
                                                   lacking exotic weapon proficiency for this so att at -4
    Longsword, mwk          +12/+5  1d8+4     19-20/x2
    Longbow +1             +10/+5   1d8+5     x3 range inc: 110 ft (Mighty +4 composite)
    
    Languages: Common, Dwarven.
    
    Abilities: 
    Human:     
    * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    * 1 extra feat at 1st level.
    * 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). 
      See the Speak Language skill.
    * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, 
      his or her highest-level class does not count.
    
    Feats: 
    H) Exotic weapon prof. (Spiked chain)
    F1) Combat expertise: with penalty on att, get bonus on ac to max of -5/+5
    F2) Improved trip: trip without an AOO and +4 to str check on trip attempts
    F4) Mobility: +4 to ac on AOO
    C1) Dodge: +1 to ac vs designated opponant
    C3) Weapon focus (spiked chain): +1 attack
    C6) Spring attack: move both before and after action, max speed of limit. no AOO
    F6) Weapon specialization: Spiked Chain; +2 to damage
    later C9 or F8: Whirlwind Attack
    
    [2[base]+1[int]*4]+[6*3]= 12 + 18= 30 skill points 
    
    Skills    Ranks  Mod  Misc  Total
    Climb       7    +4          +11
    Jump        9    +4          +13 
    Ride        7    +4          +11 
    Swim        7    +4          +11 
    
    Equipment: 
    Breastplate +2                  4250 Gp   30 lb
    Chain spiked MW  +1              320 Gp   10 lb [bonus item]
    Gloves of Ogre power            4000 Gp    4 lb
    Cloak of Resistance +1          1000 Gp  1 lb
    Net                               20 Gp    6 lb 
    Long sword, mwk                  315 Gp    4 lb
    Potion of Cure light wounds x5   250 Gp
    Composite Longbow (Str +4)  +1  2500 Gp    3 lb
    Arrows  x 60                       3 Gp    9 lb Quiver
    Quiver elehonna                 1800 Gp    2 lb
    heward's haversack              2000 Gp    5 lb
    boots of the winterlands        2500 Gp    1 lb
    Bed roll                           1 Sp    5 lb
    Flint and steel                    1 Gp
    Iron pot                           5 Sp   10 lb
    10 days of trail ration            5 Gp   10 lb
    Waterskin                          1 Gp    4 lb
        cash spent: 18805 +  7.6 gp 
    Money: start at 19000
    gp:  37.4
    A life of fight is what Quinn has always desired. Luckily he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city payed him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the petty gladiators of his home city won't offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
    So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
    That seemed like a good idea first. At least before he stood up against monsters way too powerful to be defeated by his skills alone.
    Life taught Quinn the hard way, that he should not be so arrogant.
    Beaten, thirsty and hungry, he arrived to the Strandlands. Maybe these lands would offer him better chances.


    What Quinn knows
    You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

    You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

    The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

    But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

    There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

    Anything is possible.


    http://www.d20srd.org/srd/magicItems...theWinterlands
    http://www.d20srd.org/srd/magicItems...handyHaversack
    http://www.d20srd.org/srd/magicItems...fficientQuiver

    special information:

    Current HP: 85 (91 [max.])
    Last edited by Knightfall; Thursday, 29th October, 2015 at 09:28 PM.
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