pneumatik's WotBS 1 - The Scouring of Gate Pass - Rogue's Gallery




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  1. #1
    Sucka DJ
    Waghalter (Lvl 7)

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    I Defended The Walls!I Defended The Walls!

    ø Ignore pneumatik

    pneumatik's WotBS 1 - The Scouring of Gate Pass - Rogue's Gallery

    Please post only your PCs here. It'll make a very convenient resource. Keep all OOC discussion in the OOC talk thread.


    Current active PCs:
    Hollister Avendri, human fire wizard 4
    Liiros Tivaniel, Male Elf Crusader 4
    Lytha, Gray Elf Telepath 4
    Arshen Dundrailen, Human Male Monk 4
    Shaylir, Halfling Druid/Cleric 4
    Last edited by pneumatik; Tuesday, 15th February, 2011 at 02:25 AM.

 

  • #2
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    Scout (Lvl 6)

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    Rashelle
    Human Female Favoured Soul 2
    AL: LG HT: 5'8" WT: 130 Hair: Redish Gold Eyes: Hazel

    STR: 14 (+2) [6 points]
    DEX: 14 (+2) [6 points]
    CON: 12 (+1) [4 points]
    INT: 10 (+0) [2 points]
    WIS: 10 (+0) [2 points]
    CHA: 15 (+2) [8 points]

    HP: 15 (2d8+2) AC: 19 (10 base + 2 dex + 5 Armour + 2 Shield)
    Saves: FORT: +4 (3 base + 1 con) REF: +5 (3 base + 2 dex) WILL: +4 (3 base + 1 wis)
    Init: +2
    Speed: 20

    Bab: 1
    Attacks:
    Battleaxe: + 5, 1d8+2; crit x3
    Sling: +3, 1d4+2; crit x2 (Range: 50)

    Skills(Total/Ranks):Concentration(+5/4), Heal(+4/4), Diplomacy(+6/4), Ride (+5/3)

    Feats: Cavalry Errant(Gate Affiliation), Augment Healing, W.Focus(Battleaxe)

    Languages: Common

    Equipment:
    Light Horse(75 gp)
    Riding Saddle (10 gp)
    - bedroll(1sp)
    - Tent (10 gp)
    - Caltrops (1 gp)

    MW Heavy Metal Shield W/Emblazoned Silver Holy Symbol(195 gp)
    Breastplate(200 gp)
    MW Battleaxe(310 gp)
    Sling, 20 bullets (2 sp)
    Silver Dagger (22 gp)
    Signet Ring (5 gp)
    Backpack (2 gp)
    - Sledge (1 gp)
    - Crowbar (2 gp)
    - 2xBell (2 sp)
    - Grappling Hook (1 gp)
    - 100' silk rope (20 gp)
    - 5 pieces rolled parchement (1sp)
    - 10 Sunrods (20 gp)

    Left Belt Pouch(1 gp)
    - 10xChalk(1sp)

    Right Belt Pouch(1 gp)
    23 gp; 4 sp

    Spells:
    spells per day: 0 lvl(6) 1st lvl(5)
    Spells known:
    0 level (5): Cure Minor Wounds, Create Water, Mending, Guidance, Resistance
    1st lvl (3): Cure Light Wounds, Magic Weapon, Bless

    Background:
    Rashelle(pronounced RA-Shell) is a proud servant of Heironeous. Though young, she served Ragesia's military loyally since she was old enough to don her armour and mount her horse. Her faith in the Emperor Coaltongue's wisdom never wavered, but her feelings on the new emperor are.. less than flattering. Once the Inquisitor started taking over, Rashelle could no longer support Ragesia's actions, and chose to offer her services to Gate Pass, in protest against Leska's ideas of war.
    Glad to have someone with both martial skill and divine power join them, the guards readily accepted her and she has endeavoured to maintain friendly terms with them.
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

  • #3
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    Hollister Avendri (Avendri the Flame, Hollister the Sanguine)

    Appearance
    Hollister is a handsome, athletic man of some six feet in height, weighing around 12 stone. He has seen perhaps twenty five winters. He has smokey grey eyes, and pleasant (if a bit stern) features. His hair is auburn in color, and worn long. While he dresses simply in loose, comfortable clothes, said clothing is always well-crafted of fine materials...Hollister enjoys his silks and samites. He is always well groomed, with clean, manicured nails and well-trimmed beard/mustache, and he always smells faintly of perfume and pipe smoke. Interestingly, Hollister's skin is always hot to the touch; not enough to burn, but enough to startle the unwary...some say it is from his close attunement to his chosen element. He generally goes armed only with his spells and an ivory hilted dagger, set with red stone, its blade forged of cold iron (a gift from his first master).



    Personality
    Hollister is not what you would call a people person. He is arrogant, quite convinced of his own superiority, and given to showing off his superior intellect. Most just associate this attitude with the fact that he attends Gabal's School, but in truth, he was like this before he ever even set foot into Gate Pass. While not very pious, Hollister does rever Boccob, and shows some deference to Joramy.

    Brief History
    Hollister hails from the village of Burnham in southern Ragesia. Always a smart youth, it was his intelligence that allowed him to get an apprenticeship with the wizard Ninuarn that lived in the nearby hills. After just a few short years he had learned much, but knew it was only a matter of time before his master's anti-Ragessian opinions led to trouble. When Ninuarn was slain by a Ragesian Inquisitor, Hollister fled.

    Having heard of Gabal's School in Gate Pass, the young mage made his way there. Hollister now attends Gabal's School, learning what he can from the famed evoker. Thus far, he has proven an apt pupil.


    Neutral Good Human Male
    Wizard (Fire Domain [SRD]) 5
    XPs: 10,000
    Experience History

    Starting XPs: 1000
    +500 XP awarded 05/13/2009
    +1500 XP awarded 10/05/2009
    +3000 XP awarded 09/14/2010
    +4000 XP awarded 04/05/2011


    Stats
    Str 12 (+1) (4 points)
    Dex 14 (+2) (6 points)
    Con 14 (+2) (6 points)
    Int 17 (+3) (10 points, +1 level adjustment)
    Wis 10 (+0) (2 points)
    Cha 08 (-1) (0 points)

    General
    HP: 26 (4 + 3 + 3 + 3 + 3 + 10 CON)
    AC: 12 (10 base + 2 dex)
    Initiative: +2
    Move: 30 base

    Combat
    BAB: +2
    Melee: +3
    Ranged: +4

    - Dagger +3 (1d4+1/19-20)
    - Light crossbow +4 (1d8/19-20)


    Saves:
    Fort: +3 (1 base, + 2 con)
    Ref: +5 (1 base, + 2 dex, + 2 familiar)
    Wil: +4 (4 base, + 0 wis


    Skills:
    - Concentration +10 (8 ranks, + 2 con)
    - Craft (Alchemy) +05 (2 ranks, + 3 int)
    - Decipher Script +04 (1 rank, + 3 int)
    - Knowledge (Local) +06 (3 ranks, + 3 int)
    - Knowledge (Arcana) +11 (8 ranks, + 3 int)
    - Knowledge (The Planes) +07 (4 ranks, +3 int)
    - KNowledge (History) +07 (2 ranks, +3 int, +2 feat)
    - Knowledge (Dungeoneering) +05 (2 ranks, +3 int)
    - Knowledge (Geography) +05 (2 ranks, +3 int)
    - Knowledge (Nature) +05 (2 ranks, +3 int)
    - Knowledge (Religion) +04 (1 rank, +3 int)
    - Knowledge (Nobility) +04 (1 rank, +3 int)
    - Knowledge (Architecture) +04 (1 rank, +3 int)
    - Spellcraft +13 (8 ranks, + 3 int, +2 feat)


    Languages:
    - Common
    - (Ragessian ?)
    - Elven
    - Draconic
    - Orcish
    - Giant (1 skill point)
    - Ignan (1 skill point)
    - Goblin (1 skill point)


    Feats:
    - Student of War (Bonus, Gabal's School Affiliation)
    - Precocious Apprentice [extra 2nd level spell slot, +2 spellcraft]
    - Fiery Burst
    Fiery Burst
    3rd level fire spell ready: Fiery Burst has a 5' radius, range of 30', and causes 3d6 damage. Reflex save vrs DC 16 for 1/2 damage.
    - Sudden Extend
    - Energy Substitution (Fire)


    Class Features:
    - Summon Familiar: Weasel
    --- +2 Reflex Saves (when familiar is within 1 mile)
    --- Alertness [+2 spot/listen] (when familiar is within 5')
    --- Familiar has Improved Evasion
    --- Share Spells
    --- Empathetic Link
    --- Speak w/ Master
    - Scribe Scroll
    - Spells


    Racial Features:
    - Bonus feat
    - Bonus skill points


    Spells per Day
    - Level 0: 4+1
    - Level 1: 4+1
    - Level 2: 4+1
    - Level 3: 2+1


    Spells Prepared
    - Level 0: Detect Magic x2, Light x2 + (d) Flare
    - Level 1: Mage Armor, Magic Missile, Grease, Shield + (d) Burning Hands
    - Level 2: Web, Resist Energy, Flaming Sphere, Glitterdust + (d) Scorching Ray
    - Level 3: Dispel Magic, Stinking Cloud + (d) Fireball


    Spellbook
    - Level 0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand + (d) Flare
    - Level 1: Mage Armor, Magic Missile, Shield, Grease, Stand the Heat, Feather Fall, Comprehend Languages, Reduce Person + (d) Burning Hands
    - Level 2: Flaming Sphere, Web, Resist Energy, Knock, Glitterdust, Locate Object + (d) Scorching Ray
    - Level 3: Dispel Magic, Stinking Cloud + (d) Fireball


    Arms, Armor and Equipment:
    Ring of Fire Resistance (?)
    Dagger, cold iron, ivory hilt w/red rhodochrosite 44gp 1lb
    Crossbow, light 35gp 4lb
    20 bolts, cold iron 4gp 2lb
    Wand of Grease, 10 charges 150gp -----
    Wand of Shield, 10 9 charges 150gp -----
    Explorer's Outfit, high quality 16gp Worn
    Scroll Case 1gp 0.5lb
    - Arcane Scroll (Charm person, 100gp -----
    enlarge person, obscuring mist,
    hold portal)
    - Paper, 5 sheets 20sp -----
    Backpack 2gp 2lb
    - Bedroll 1sp 5lb
    - Candles, 6 6cp -----
    - Everburning Torch 110gp 1lb
    - Sacks, 2 2sp 1lb
    - Waterskin 1gp 4lb
    - Ink 8gp -----
    - Inkpen 1sp -----
    - Soap 5sp 1lb
    - Spellbook ----- 3lb
    Pouch, belt 1gp 0.5lb
    - Chalk, 3 pieces 3cp -----
    - Flint & steel 1gp -----
    - Flask 3cp 1.5lb
    --- 16 oz Good Single Malt Whiskey 1gp -----
    - Meerschaum Pipe 1gp -----
    - Pipeweed, 1lb Good Quality 1gp 1lb
    - Perfume/Cologne 5gp -----
    - Potion (Cure Light Wounds) 50gp 0.1lb
    Spell Component Pouch 5gp 2lb

    - 7pp, 38gp, 27sp, 25cp
    - 2000gp in miscellaneous gemstones (assume purchased at gem merchant/money changer for the purposes of reducing coin weight carried).

    Wealth Tracker

    Starting Wealth (after equipping PC): 5pp, 58gp, 27sp, 25cp
    + 2500gp (gained from Seela, upon saving the Fire Forest)
    - 500gp for spells and materials


    Encumberance: 29.7lb (Light)

    Adar, weasel familiar (Familiar, 100gp)
    Adar (Old ragessian for "Fire") is Hollister's weasel familiar. The familiar has fiery eyes and an orangish-red tint to its fur, almost the color of flame...certainly caused by its master's aptitude for fire.

    Adar's Stats

    Size/Type: Tiny Magical Beast
    Hit Dice: 4 (13 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 17 (+2 size, +2 Dex, +3 natural armor), touch 14, flat-footed 15
    Base Attack/Grapple: +2/-10
    Attack: Bite +4 melee (1d3-4)
    Full Attack: Bite +4 melee (1d3-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Attach
    Special Qualities: Low-light vision, scent, alertness, improved evasion, share spells, empathic link, deliver touch spells
    Saves: Fort +2, Ref +4, Will +5
    Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
    Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
    Feats: Agile, Weapon FinesseB

    Last edited by Rhun; Friday, 20th May, 2011 at 04:30 AM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #4
    Illiana Vresk
    Female Human Commander 2, XP 1,000
    Fair Skin, Ear Length Black Hair, Steel Grey Eyes
    Age 27, Height 5'-3", Weight 132 lbs., Medium-size
    Alignment: Chaotic Good, Patron Deity: Fharlanghn
    Affiliation: Resistance, Languages: Common, Elven

    Str 12, Dex 12, Con 10, Int 12, Wis 12, Cha 16

    HP 13, Nonlethal 0, AC 19, Touch 11, Flat-Footed 18
    Fortitude +3, Reflex +1, Will +6, Speed 30/20 ft. (run x3)
    BAB +1, Grapple +1, Melee +2, Ranged +2, Initiative +6(+1 to allies within 30 feet)

    Attacks:
    MW Trident +4 melee for 1d8+1 slashing (20/x2)
    Heavy Shield Bash +2 melee for 1d4+1 bludgeoning (20/x2)
    Composite Longbow +2 ranged for 1d8 piercing (20/x3, 110 ft. increment)

    Feats:
    Blade of the Resistance
    Leadership Performance
    Weapon Focus(Trident)
    Iron Will
    Fearless Leader
    Improved Initiative*
    *Will Take Soon

    Skills (8 points per level):
    Bluff +8 (5R+3), Craft (1), Decipher Script (1), Diplomacy (3), Handle Animal (3), Hide +3 (2.5R+1), Intimidate +8 (5R+3), Knowledge(Any) (1), Listen +6 (5 R+1), Move Silently +3 (2.5 R+1), Perform +8 (5R+3), Profession (1), Ride (1), Sense Motive +6 (5 R+1), Spot +6 (5 R+1),Survival (1)

    Class Features:
    Commander Proficiencies (Simple And Martial Weapons; All armor and non-tower shields)
    2 Commander Feats
    Direct Orders (swift)
    Initiative Bonus +1

    Racial Traits:
    Medium Humanoid (Human), Speed 30 ft., Bonus Feat at 1st level, 4 bonus skill points at 1st level and 1 more every level thereafter, Automatic Language: Common, Favored Class: Commander

    Possessions:
    Masterwork Trident(315 gp, 4 lbs., one-handed melee), Composite Longbow (100 gp, 3 lbs., ranged projectile), 40 Arrows (2 gp, 6 lbs.), Heavy Steel Shield (20 gp, 15 lbs., +2 AC, -2 ACP, 15% ASF), MW Banded Mail Armor (400 gp, 35 lbs., heavy, 20 ft. speed, x3 run, +6 AC, +1 MDB, -5 ACP, 35% ASF), Traveler's Outfit (free, worn), Backpack (2 gp, 2 lbs.), Belt Pouch (1 gp, 1/2 lb.), Bedroll (.1 gp, 5 lbs.), Flint and Steel (1 gp, 0 lbs.), 6 Trail Rations (3 gp, 6 lbs.), 4 Waterskins (4 gp, 16 lbs.), 50 gp, 25 sp, 40 cp (11.5 lbs, 51.9 gp)
    Load 109 lbs light load: less than 43 lbs, medium load: 44-86 lbs, heavy load 87-130 lbs
    Appearance:

    Illiana stands tall in her first suit of custom fitted armor. Not even quite worn in yet, it constrasts her worn shield strikingly. On her back, she wears her trident, a weapon useful for both its prowess in melee, and its natural use as a pointer. It too, seems almost ornamental, as if just recently purchased.
    Although she may look as though she recently got a promotion in the army, she proudly wears a bright red tabard, adourned with the flametogue dragon, symbolizing the city’s freedom, and the resistance to which she truly belongs.

    Background

    Born in a secluded village just on the other side of the Ragesian empire, Illiana grew up somewhat sheltered from the cruelty her homeland represented. She saw her home in the way many children do, and idolized the heroic Inquisitors. Her parents, while they didn’t approve, also could not speak out against her idol worship.
    She actually met an inquisitor around the age of 17. Around the time she was beginning her training in the art of war, the inquisitor entered her small town hunting down a rebel in hiding, her father. In front of her eyes, the inquisitor struck her father down, his bearskin cloak finally instilling its intended fear and horror in her. She had done no wrong, so the inquisitor simply left the way he came, never to appear again.
    As soon as she was able, she fled Ragesia, searching for anywhere else to live. Her feet took her to gate pass because of its proximity. Once there, she found her way to the resistance, living to ensure that she would never live under the fear of inquisitors. Her natural charisma, and talent for planning found her a place as an Orator, improving the morale of the citizens.
    It was after one of her speeches that she met Derrick. A fellow member of the resistance, and recent squire of the Aquiline Cross. They spent quite a bit of time together thereafter, but it never became serious. However, during the course of their meetings, Illiana discovered, and joined the Order. From the order, she learned more about the art of battle. Extending the lessons in swordplay from her father, she learned how to put her force of personality to use upon the battlefield. Now, celebrating her full entrance into the order as a squire, she spent almost all of her money on new equipment.

    Campain Notes:


  • #5
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    The Great Druid (Lvl 17)

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    Code:
    Name: Sir Reginald Talingard III aka Korrin
    Class: Swordsage 3	Starting Level: 2
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: n/a
    
    Str: 14 +2 (06p.)	Level: 3	XP: 3000
    Dex: 14 +2 (06p.)	BAB: +2		HP: 23/23
    Con: 14 +2 (06p.)	Grapple: +4	
    Int: 10 +0 (00p.)	Speed: 30'	Stat Increases: 
    Wis: 14 +2 (06p.)	Init: +3	Spell Save: n/a
    Cha: 10 +0 (00p.)	ACP: -0		Spell Fail: X%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+4	+2	+2	+0	+0	+0	17
    Touch:	13	Flatfooted: 15
    
    Spell Res: None
    Dmg Red: None
    BAB: +2
    
    	Total	Base	Mod	Misc
    Fort:	+3	+1	+2	--
    Ref:	+5	+3	+2	--
    Will:	+5	+3	+2	--
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    Falchion		+6	2d4+2	18-20/x2		
    Sling			+4	1d4+1	x2		50ft
    
    Languages: Common
    
    Abilities: 
    Maneuver's Known: 8
    Quick to Act: +1 to Init
    Discipline Focus - Desert Fire
    Weapon Focus - Scimitar, Light Mace, Light Pick, Spear, & Falchion
    Stances Known: 2
    
    
    Feats:  
    Desert Wind Dodge (1st) - if move 10 ft gain +1 dodge bonus & deal 1 point of fire dmg 
    Extra Readied Maneuver (B-human)
    Desert Fire - 3rd - if move at least 10 ft, deal extra 1d6 fire damage
    
    
    Maneuver's Known 8 - Burning Blade, Winds Stride, Blistering Flourish, Fire Riposte, Sudden Leap, Shadow Blade Technique, Clinging Shadow Strike, Stone Bones
    Maneuver's Prepared 6 - Burning Blade(x2), Shadow Blade Technique, Clinging Shadow Strike, Fire Riposte (x2)
     Stances 2 - Flame's Blessing, Child of Shadow
    
    
    
    Skills                   Ranks  Mod  Misc  Total
    Spot                       5    +2          +7
    Listen                     5    +2          +7
    Tumble *                    6    +2    -1    +7
    Balance *                   2    +2    +1    +5	
    Hide*                       6    +2    -1    +7
    Move Silently*              6    +2    -1    +7
    Swim**			   2	+2    -2    +2
    Sense Motive               5    +2          +7
    
    
    
    * = check penalty for wearing armor
    
    
    Notes:
    
    Equipment:		Cost	Weight
    Masterwork Falchion	375	8lbs
    Masterwork Chain Shirt  250     25lbs
    Sling 			-	0lbs
    Bullets	(10)		1sp	5lbs
    Darkwood Buckler 	205	2.5lbs
    
    Total Weight: 40.5	Money: 60 gp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	43	86	130	260	650
    
    Age: 22
    Height: 5'6" 
    Weight: 175 lbs
    Eyes: Blue
    Hair: Brown, Red
    Skin: Tan


    Background

    Sir Reginald Talingard III, or Korrin as he's known to those outside the Knights, comes from noble birth. His father was a minor whose family estate lies on the famed Summer's Hill. Reginald was expected to enter politics, much like his father, and father's father before him, but the young man had no desire for the political arena and spent much of his youth hanging around the seedier parts of town. He went by the name Korrin and quickly fell in with a crowd of thieves. Korrin lived for the moment, but always returned home smelling like cheap whiskey at all hours of the night. His parents grew more worried at Reginald's constant disappearances, but when confronting him led to a near-violent argument. Leaving the estate, young Korrin noticed a familiar face entering the complex, one of his acquantences from the slums. Thankfully, he hadn't been noticed yet and followed the other man as he entered the home and waited in the study for his father. Korrin stayed out of sight until his father arrived and saw the man give his father a small wrapped item, which was a bar of gold after his father removed the cloth.

    Upon this realization, Korrin left the estate, vowing never to return when he was approached by a cloaked figure who invited him to join the Knights of the Aquiline Cross. The group desired to take advantage of the youths abilities of infiltration to use against their enemies. They first needed to ensure Korrin would be able to survive a confrontation that might ensue during his endaevors and trained him in the ways of the semi-mythical Swordsage, one who could strike and move like the wind.
    Last edited by renau1g; Wednesday, 25th November, 2009 at 09:16 PM.

  • #6
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    Gallant (Lvl 3)

    concerro's Avatar

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    plavin-complete

    Plavin-redux Plavin - Elan(Psion-Egoist)

    Level 2 11hp

    Initiative 2

    Speed 30

    Attack: 1

    Grapple: 0

    Space/Reach: 30


    AC:13 (Armor 1, Shield insight dex 2 , nat ) Touch: 12 Flat: 11
    Padded Armor


    Weapon melee:
    Mw Dagger (+1) 1d4-1 19-20
    Club



    Weapon Ranged:

    Mw Light crossbow (+4) 1d8 19-20 120 ft

    60 bolts


    Saves F: 2 R: 2 W: 5

    Skills: Autohypnosis 5 ranks+2 ability score + 2 synergy=9, Concentration 5 ranks + 2 ability score=7, Craft[sculpting] 5 ranks + 3 ability score=8, Knowledge[arcana] 5 ranks + 3 ability score=8, Psicraft 5 ranks + 3 ability score=8

    Languages: Common, Goblin, Orc, Giant

    Feats
    1 Skill Focus Crafting[sculpting]
    1B Overchannel



    Abilities Str 8 Dex 14 Con 14 Int 16 Wis 14 Cha 8

    Other possessions: Backpack
    5 sunrods

    242 gold left


    Powers

    10 power points

    1 Vigor
    1 Force Screen
    1 Inertial Armor
    1 Energy Ray
    1 Entangling Ectoplasm


    --------------------------------------------------------------------------------------------------------------------------------

    Plavin the Elan Appearance: Plavin is a human(elan) about 5’6, weighing about 125 lbs with green eyes and brown skin.

    Plavin was born to rich parents. When Ragnesia invaded his parents were killed, and all records that proved his parents ownership of various assets throughout the city were also done away with. Even though there were people that had the power to restore the possessions to him as an inheritance they took advantage of the missing records, and split everything between themselves.



    Eventually it was decided the best thing to do was to tie up all loose ends. Plavin’s caretakers got wind of the plan, and escaped to Ostalin. For most of his human life he struggled to survive in this country. Shortly after his 21st birthday his struggle almost came to an end, not because he came into wealth, but the nobles from Gate Pass had found where he had been hidden. Assassins killed his foster parents and left him for dead.



    For a period of time before the attack took place he was being watched. A group of people he had never seen before were standing over him when he awoke. They told him the fate of his family, but they had no answers as to who the attackers were. He lived with them for a while before he was asked if he would like to have a new life. Not exactly understanding the nature of the question, he asked for an explanation. It was at this time the people revealed to him that they were Elans, a theoretically immortal race. He accepted the invitation, and was taught how to harness psionic powers. Sometimes people try to ignore a hard truth, embrace the truth is sometimes the only way to cleanse the soul. He knew what he had to do. They did not want him to go, but he would never be at peace until he knew the details of his previous life. Not knowing what dangers would arise if he was discovered he decided to keep to himself once he got to Gate Pass.


    At this point in the story he has met a few people, but has not made a lot of progress as to the reason for previous events in his life. One day he gets an invitation from the resistance, not really wanting to get involved, but knowing his “magic abilities” might lead to him being hunted, he decides it is best to at least heat them out.
    Last edited by concerro; Saturday, 25th April, 2009 at 05:44 AM. Reason: I changed my crossbow attack from a +5 to a +4
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  • #7
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    Waghalter (Lvl 7)

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    Liiros Tivaniel, Elven Crusader

    Squire Liiros Tivaniel, Male Elf Crusader 5, XP 10,000
    Lightly-Tanned Skin, Shoulder-Length Black Hair, Bright Green Eyes
    Age 124, Height 4'-10", Weight 102 lbs., Medium-size
    Alignment: Chaotic Good, Patron Deity: Corellon Larethian
    Languages: Common, Elven, Gnome, and Sylvan

    Str 15, Dex 12, Con 12, Int 14, Wis 10, Cha 14

    HP 39, Nonlethal 0, AC 19, Touch 11, Flat-Footed 18
    Fortitude +5, Reflex +2, Will +3, Speed 30/20 ft. (run x3)
    BAB +5, Grapple +7, Melee +7, Ranged +6, Initiative +1

    Attacks:
    Anyariel's Wooden Longsword +7 melee for 1d8+2 slashing (19-20/x2)
    MW Longsword +8 melee for 1d8+2 slashing (19-20/x2)
    Heavy Shield Bash +7 melee for 1d4+1 bludgeoning (20/x2)
    Silvered Short Sword +7 melee for 1d6+1 piercing (19-20/x2)
    Strange Old Greatsword +7 melee for 2d6+3 slashing (19-20/x2)
    Dagger +7 melee or +6 ranged for 1d4+2 piercing/slashing (19-20/x2, 10 ft. increment)
    Composite Longbow +6 ranged for 1d8+2 piercing (20/x3, 110 ft. increment)

    Feats:
    Extra Granted Maneuver, Vital Recovery (8 HP)

    Skills:
    Balance -1 (6 R, +1 Dex, -8 ACP), Concentration +3 (2 R, +1 Con), Craft (Painting) +3 (1 R, +2 Int), Diplomacy +10 (8 R, +2 Cha), Heal +1 (1 ccR, +0 Wis), Intimidate +6 (4 R, +2 Cha), Jump -5 (1 R, +2 Str, -8 ACP), Knowledge (History) +5 (3 R, +2 Int), Knowledge (Nobility & Royalty) +3 (1 ccR, +2 Int), Knowledge (Religion) +6 (4 R, +2 Int), Martial Lore +4 (2 R, +2 Int), Perform (Dance) +3 (1 ccR, +2 Cha), Perform (Singing) +3 (1 ccR, +2 Cha), Ride +2 (1 R, +1 Dex), Survival +1 (1 ccR, +0 Wis), Swim -11 (3 ccR, +2 Str, -16 ACP)

    Class Features:
    Crusader Proficiencies (as per fighter), Furious Counterstrike (1-9: +1; 10-14: +2), Steely Resolve 10, Indomitable Soul, Zealous Surge 1/day

    Crusader Blade Magic:
    Initiator Level: 5
    Maneuvers Readied/Granted: 5/3
    Stances Known: Iron Guard's Glare, Martial Spirit
    Maneuvers Known: Crusader's Strike, Charging Minotaur, Stone Bones, Leading the Attack, Shield Block, Mountain Hammer, Bonecrusher
    Active Stance: Martial Spirit
    Ready Maneuvers: Bonecrusher (1), Crusader's Strike (2), Mountain Hammer (3), Shield Block (4), Stone Bones (5)
    * Maneuvers are numbered alphabetically for rolling granted inspiration

    Racial Traits:
    +2 Dexterity, -2 Constitution, Medium Humanoid (Elf), Speed 30 ft., Low-Light Vision, trances 4 hours a day instead of sleeping 8 hours, immune to magical sleep effects, +2 on saves against Enchantment effects, proficient in longswords and rapiers, proficient in longbows and shortbows, +2 Listen, +2 Search, +2 Spot, auto-Search check for secret or concealed doors within 5 feet, favored class: Wizard

    Possessions:
    Anyariel's Wooden Longsword (? gp, ? lbs., one-handed melee), Masterwork Longsword (315 gp, 4 lbs., one-handed melee), Silvered Short Sword (30+ gp, 2 lbs., light melee), Heavy Greatsword (50+ gp, 8+ pounds, two-handed melee, retrieved from the shrinelike or holiday-site just south of Gate Pass, heavier than normal, old and primitive-looking, with an unadorned crossguard and many nicks from years of use), Dagger (2 gp, 1 lb., light melee/thrown), Composite Longbow (300 gp, 3 lbs., ranged projectile), 39 Arrows (2 gp, 6 lbs.), Heavy Wooden Shield (7 gp, 10 lbs., +2 AC, -2 ACP, 15% ASF), Banded Mail Armor (250 gp, 35 lbs., heavy, 20 ft. speed, x3 run, +6 AC, +1 MDB, -6 ACP, 35% ASF), Traveler's Outfit (free, worn), Mythic Shroud (??? gp, ??? pounds, retrieved from the shrinelike or holiday-site just south of Gate Pass, seems to give possessor greater understanding of their faith and the possessor may be able to focus energy from it into a weapon when the shroud glows, currently carried by Torrent however), Backpack (2 gp, 2 lbs.), Belt Pouch (1 gp, 1/2 lb.), Wooden Holy Symbol (1 gp, 0 lbs.), Bedroll (1 sp, 5 lbs.), Flint and Steel (1 gp, 0 lbs.), 4 Trail Rations (2 gp, 4 lbs.), 4 Waterskins (4 gp, 16 lbs.), Sour Lake Swamp Map (5 gp, 0 lbs., given to Hollister), Oar (5 gp, ? lbs., in boat), Rowboat (40 gp + others' contribution, ? lbs.), 5 Silver Pearls (100 gp each), 5 Amethysts (100 gp each), 5 Red Garnets (100 gp each), 81 pp, 12 gp, 8 sp, 10 cp

    Load 98 lbs., Light 0-66, Medium 67-133, Heavy 134-200

    Appearance:
    Liiros is a noble-looking elven man just under five feet tall, with lightly-tanned skin, shoulder-length straight black hair, and bright green eyes that gleam with intelligence and mirth. His face is often lit by a handsome smile, and his demeanor is always friendly until a fight breaks out, at which point he goes into a fury. Liiros wears heavy banded mail armor, lacking some of his kind's usual grace, half-covered by a white and red tabard bearing the cross and feathers of his order, the Knighthood of the Aquilline Cross. The armor includes steel boots, gauntlets, and helm. The helm is a fancy elven design with three fluted horns curving back and ending in a few colorful feathers, with small diagonal earslits on the sides, and his face partly exposed by a T-shaped slit over the eyes, nose, and middle of the mouth.

    A wooden kite shield painted with the crescent-moon emblem of Corellon Larethian is usually strapped to his left arm, showing his faith to the elven god. He fights with Corellon's favored weapon, the longsword, sheathed in a black scabbard at his right hip when not in use, and a composite longbow hangs over his left shoulder, its quiver hanging behind the right. A dagger is sheathed at his left hip, and a belt pouch hangs behind it. He wears a small backpack as well, lightly packed, and wears simple elven traveling clothes beneath his armor, brown trousers and a forest-green tunic. A dark brown, hooded cloak and soft shoes are carried in his pack for the occasions where he goes unarmored. When his forehead is not covered by the helm, a silvery tattoo there shows the crescent of Corellon. The elven god's emblem also adorns Liiros' scabbard and quiver.

    At present, a short sword is also sheathed at his belt and an old, crude greatsword is sheathed in crude leather strips at his back. Likewise, a wooden sword is carried in his belt behind the elf's longsword, but without a proper sheath as of yet.

    Background:
    Liiros Tivaniel hails from Shahalesti, the Shining Land of the elves, and grew up in the capitol of Calanis, thanks to his noble blood. The Tivaniel family is of only minor significance among Shahalesti's aristocracy, claiming no particular city as its own, but the House of Tivaniel lives in Calanis and a few other cities where larger Houses are dominant but friendly with their lessers in Tivaniel, such as Raavias and Neriios. They are a family of artisans, musicians, and rangers in the case of the more aggressive Tivaniel men.

    Liiros himself spent parts of his childhood and much of his early adulthood among the forests around Calanis, learning to love nature and the freedom of open wilderness, so different from the confines both physical and social in Calanis. He was devoted to Corellon Larethian and perhaps honored him more than the average elf by living more in the style Corellon encouraged, unlike the more rigid, arrogant, and selfish aristocrats that surrounded him in much of Calanis. His family's habit of traveling between the cities wherein their relatives dwelt, often lingering for months in the wilderness on holiday along the way, left Liiros a bit more humbled by nature and appreciative of it than the city-elves, while exposing him to more of what goes on outside the big cities.

    Liiros was also taught a bit of art, music, and dance, while choosing from an early age to train in combat and warfare, fueled by a desire to protect the beautiful and peaceful elven lands, after witnessing some orcish and goblinoid raids on woodland villages in his early childhood. He thought it was only fitting that an elf train in the sword and bow primarily, finding it odd when he saw other elves training as much with spears, axes, hammers and flails. However, with his tendency to stumble sometimes during sword practice, and his slight inaccuracy during archery practice, Liiros eventually took up training in the use of armor and shields, not quite as traditional, because he knew he didn't have the agility and finesse that other elves so easily demonstrated. He needed to survive his first real battle, and those that followed, if he was ever going to protect anything.

    By the time he was fully matured, over a century since he first learned to speak, Liiros had realized his life's calling, as Corellon Larethian appeared to him in his nightly trances, and told him of elvenkind's glories, though he forgot much of it whenever he stirred from the trance; was left with the sense that Corellon had plans for him, wanted him to act, perhaps in the manner of what the elves of old had done in Corellon's stories. Thereafter, whenever Liiros entered battle, whether it was a sparring match or a true fight against the ravages of orcs, gnolls, goblins, or human bandits, Liiros felt a flash of inspiration from those half-forgotten stories, and was able to remember the techniques of those great elven heroes with such clarity that he could duplicate them perfectly. Yet those memories would fade back into his subconscious in moments, as fleeting as the breeze.

    Corellon was not the first to contact Liiros in his trances, however. Ever since his first time picking up a practice sword and training as a child, since his naive childhood claim that he'd become a great hero and protect the woods and everyone in Shahalesti from nasty orcs and gnolls and other meanies......Liiros began seeing a stranger during his trances. Even as he reflected on recent events to keep them in his mind forever, considering his words and actions each day, Liiros saw an elf he couldn't identify in each of those memories. The stranger was a kindly-looking elf in nice leather armor and simple clothes, a blue mantle on his shoulders and a fancy sword at his hip, almost like a great-grandfather that he'd just somehow forgotten, watching over him, encouraging him.

    It was so strange, that he often asked his mother, Yaliina Tivaniel, about this elf and why he never noticed him around during the day, and why nobody ever introduced him or talked with him, why they ignored him all the time. His mother fretted that the poor child must be mentally unstable, unhinged from the reality around him, and always tried to hide her son's mental malady from others. It wasn't until Liiros started using crusader techniques and described his dreams of the Protector and Preserver of Elves, Corellon Larethian, that she finally found relief from her worries. She told him that the strange elf he had seen for decades before must've just been Corellon, subtly nudging him towards his current path, until he was worthy of seeing the true form of the Ruler of All Elves in his trance, worthy of being chosen by the elven god. Yet she thought he must have just been slightly worthy, since he received no divine magic, just some kind of divine insight from Corellon. Still, her motherly concerns were assuaged.

    It would not be until many years later that Liiros would discover the truth of his frequent trance-visions of the strange elf, which were even more perplexing when they continued well after his occasional visions of Corellon, and only on nights when Corellon did not visit his trance.......

    Regardless, a few years after his crusader awakening, when Liiros had blooded himself against several foes of Shahalesti's common people in the wilderness and on the streets of Calanis, that he was inspired to leave Calanis behind and travel. Since he was no cleric, and Corellon seemed not to object, Liiros joined a branch of the Knights of the Aquilline Cross in Shahalesti, finding himself in disagreement with how the elven military was being used in recent decades and believing that the Knights had the better way. Corellon's priests had not lead Shahalesti down the right path yet, so Liiros followed his own path to find it, starting with the Knights of the Aquilline Cross. There was much to be learned, he considered, from this far-reaching order of just and active warriors, serving the immediate needs of the people rather than the political machinations of one monarch or another.

    A few years after becoming a Squire in the Aquilline Cross, Liiros Tivaniel set out for Gate Pass with a few other Knights to see if more could be learned about what was going on in Ragesia now, if the Ragesian emperor was truly dead, and if war was really going to break out..... Liiros is hopeful that it is just baseless rumor and that Shahalesti won't really go to war. Ragesia was vast and powerful; a war with it would only cost the lives of many Shahalesti elves, humans, and other folk, even if Shahalesti somehow won. The forests could burn under Ragesian invasion, and all that destruction couldn't be Corellon's will, could it...........?
    Last edited by Arkhandus; Wednesday, 4th May, 2011 at 08:40 AM. Reason: 5th-level update

  • #8
    Registered User
    Guide (Lvl 11)

    Thanee's Avatar

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    ø Ignore Thanee

    Lytha, Gray Elf Telepath

    Lytha
    Female Gray Elf, 5th-Level Telepath
    Medium Humanoid (Elf)

    Hit Dice: 5d4 (16 hp) HD/2+1 (■■■■■ ■■■■■ ■■■■■ ■)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
    Base Attack/Grapple: +2/+0
    Attack: MW Light Crossbow +6 ranged (1d8/19-20)
    Full Attack: MW Light Crossbow +6 ranged (1d8/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionic Powers
    Special Qualities: Elf Traits, Discipline (Telepathy), Psicrystal (Hero)
    Saves: Fort +3, Ref +4, Will +6 (+2 vs. enchantment)
    Abilities: Str 6, Dex 16, Con 10, Int 19, Wis 14, Cha 10
    Skills: Bluff +8(8), Concentration +8(8), Diplomacy +12(8), Knowledge (psionics) +12(8), Listen[psicrystal within arm's reach] +4[6](0), Psicraft +14(8), Sense Motive +10(8), Spot[psicrystal within arm's reach] +4[6](0)
    Feats: Blade of the Resistance, Psion Weapon Proficiency, Psicrystal Affinity, Psionic Endowment, Expanded Knowledge (Astral Construct), Expanded Knowledge (Energy Missile)
    Alignment: Chaotic Good

    Lytha is a frail elven woman. She stands 5 feet 5 inches tall and weighs 111 pounds. Her slim figure is slender and willowy. Lytha wears her shoulder-long, black hair open with a few strands framing a fine-featured face with emerald green eyes. She is dressed in comfortable travel clothes of gray and green color. Under her clothing, she wears a silvery chain shirt. A small crossbow seems to be her only weaponry.

    Lytha speaks Common, Elven, Draconic, Giant, Orc and Sylvan.

    Powers: As 5th-level psion
    Powers Known (35 PP/day; save DC 14 + power level):
    1st - Energy Ray, Force Screen, Psionic Grease, Vigor, Psionic Charm, Astral Construct (Monster Statblock);
    2nd - Specified Energy Adaptation, Mental Disruption, Psionic Tongues, Psionic Suggestion, Energy Missile;
    3rd - Dispel Psionics, Psionic Blast.

    Power Points: (■ available, □ used)
    ■■■■■ ■■■■■ ■■■■■ □□□□□ □□□□□ □□□□□ □□□□□

    Psionic Focus: ■

    DISPLAY
    When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play.

    Dispense with Displays: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a Concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.

    Even if a manifester manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances. (Of course, another Concentration check can be made as normal to either manifest defensively or maintain the power if attacked.)

    Auditory: A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Listen check. Some powers describe unique auditory displays.

    Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.

    Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays.

    Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option).

    Visual: The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power.


    Equipment:
    Held: MW Light Crossbow
    Head: --
    Face: --
    Throat: --
    Shoulders: --
    Torso: --
    Body: Mithril Shirt with Least Iron Ward Diamond [MIC] (DR 1/-; ■■■■■ ■■■■■)
    Waist: Healing Belt [MIC] (■■■)
    Arms: --
    Hands: --
    Ring: --
    Ring: --
    Feet: --

    Other Equipment: Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, 50 Crossbow Bolts; 50 pp, 2,505 gp, 4 sp, 0 cp.

    Total Wealth: 5,700 gp

    Psicrystal: Diminutive construct; HD 5; hp 8; Init +3; Spd 30 ft., climb 20 ft.; AC 19, touch 17, flat-footed 16; Base Atk +3; Grp -14; Atk/full Atk -; Space/Reach 1 ft./0 ft.; SQ construct traits, hardness 8, improved evasion, personality (hero), self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech; AL CG; SV Fort +3, Ref +4, Will +6; Str 1*, Dex 16*, Con -, Int 8, Wis 10, Cha 10.
    Skills and Feats: Climb +15*, Listen +6, Move Silently +7, Search +3, Spot +6; Alertness.

    Background: Born and grown up in Calanis in the elvish nation of Shahalesti, Lytha had always been a bit different. Not only because she had developed some kind of strange mental powers, which noone else seemed to know much about, and which cleary weren't arcane in nature. She also despised the way outsiders were treated by her own people. Maybe it was just like this in the bigger cities, where the wealthier families lived, maybe it was even necessary in some way, but Lytha never felt it being right. Being gifted with a sharp mind, she knew it was best to hide her talent, and pretend she was normal, like everyone else. Otherwise she would probably have been forced into the Shahalesti military. Magicians of all kinds were always highly regarded for that purpose, and she was something like a magician, just not quite the same. Hiding her talent worked for a while, but it was always a burden, and eventually, Lytha set out to find a place, that was more to her liking. The free citystate of Gate Pass would be this place. While, naturally, the people here were wary of strangers, they treated them with respect still. Lytha was quite impressed how they had managed to stay independent between the two mighty empires for so long. And now, this freedom is in danger. It didn't take long for Lytha to join up with The Resistance and become a part of them. Her mental powers were useful to them and their cause felt right to her.

    Blade of the Resistance
    Blade of the Resistance [Gate Pass]
    Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them.
    Benefit: You gain Sense Motive as a bonus class skill. Additionally, once per encounter you can select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to your or your allies during the current encounter; a previous encounter will suffice. Until the end of the encounter, you gain a +2 bonus to weapon or ray damage rolls against your preferred foe.
    Special: You gain this feat as a bonus feat if your character begins at 1st level affiliated with the Gate Pass resistance.


    Advance
    Feats
    [6th] Psionic Meditation
    [9th] Expanded Knowledge (Metamorphosis)
    [10th] Metamorphic Transfer
    [12th] Greater Psionic Endowment

    More Feats
    Boost Construct
    Psicrystal Containment
    Power Penetration
    Greater Power Penetration
    Overchannel
    Talented
    Empower Power
    Split Psionic Ray
    Speed of Thought
    Up the Walls


    Powers
    [1st] Entangling Ectoplasm
    [1st] Mind Thrust
    [2nd] Energy Stun
    [2nd] Id Insinuation
    [2nd] Swarm of Crystals
    [3rd] Mental Barrier
    [3rd] Solicit Psicrystal
    [3rd] Telekinetic Thrust
    [3rd] Touchsight
    [3rd] Crisis of Breath (Telepathy)
    [4th] Psionic Dimension Door
    [4th] Psionic Freedom of Movement
    [4th] Psychic Reformation
    [4th] Telekinetic Maneuver
    [4th] Psionic Dominate (Telepathy)
    [4th] Metamorphosis (Expanded Knowledge)
    [5th] Psionic True Seeing
    [5th] Mind Probe (Telepathy)
    Last edited by Thanee; Friday, 17th June, 2011 at 07:35 AM.

    “In our world, immortality is not for the living. The legend lives on!”
    In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


    Wondering what the Dungeon Tiles are like? Take a look here.

  • #9
    Registered User
    Gallant (Lvl 3)

    Theroc's Avatar

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    ø Ignore Theroc
    Code:
    Name: Rae Drasa
    Class: Rogue
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Undecided
    
    Str: 10 +0 (02p.)     Level: 3        XP: 2,000
    Dex: 16 +3 (10p.)     BAB: +2         HP: 20 (3d6+6)
    Con: 14 +2 (06p.)     Grapple: +2     Dmg Red: None
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: XX
    Wis: 10 +0 (02p.)     Init: +3        Spell Save: +X
    Cha: 10 +0 (02p.)     ACP: -0         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      1    +2          +3
    Ref:                       3    +3          +6
    Will:                      1    +0          +1
    
    Weapon                  Attack   Damage     Critical
    Rapier                    +6     1d6+0      18-20x2
    MW Knee Blade             +4     1d6+0      19-20x2
    Sap                       +5     1d6+0*     20-20x2
    Light Crossbow            +6     1d8+0      19-20x2
    
    *Non-lethal damage
    
    Languages: Common, Orc, Elven
    
    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.
    
    Rogue - 
    Sneak Attack +2d6
    Trapfinding
    Evasion
    Trapsense +1
    
    Feats: 
    Human- Point Blank Shot
    1st Level- Precise Shot
    3rd Level- Weapon Finesse
    Bonus Regional- Thieves' Guild Sympathizer
    
    Skill Points: 66       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Search                     6    +2          +8
    Spot                       6    +0          +6
    Listen                     6    +0          +6
    Tumble                     6    +3    +2    +11
    Disable Device             6    +2          +8
    Open Lock                  6    +3          +9
    Climb                      3    +0          +3
    Balance                    5    +3    +2    +10
    Hide                       6    +3          +9
    Move Silently              6    +3          +9
    Use Magic Device           1    +0          +1
    Jump                       3    +0    +2    +5
    
    
    Equipment:               Cost  Weight
    Mithril Chain shirt   1,100gp   12.5lb
    MW Rapier               320gp   02lb
    Masterwork Knee Blade   320gp   02lb
    Sap                      01gp   02lb
    MW Thieves Tools        100gp   02lb
    MW Light Crossbow       335gp   04lb
    Bolts(40)                04gp   04lb
    CLW Potion(x3)          150gp   00lb
    PWT Potion(x2)          100gp   00lb
    Magic Weapon Oil(x2)    100gp   00lb
    SoF Potion (x3)         100gp   00lb
    
    
    Total Weight:30.9lb      Money: 120gp XXsp XXcp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               33   34-66   67-100   200   500
    
    Age: 18
    Height: 5'06"
    Weight: 115lb
    Eyes: Blue
    Hair: Blond
    Skin: Lightly Tanned

    Appearance:
    Rae was a rather good looking boy, when he was clean. He was a somewhat short young man, a bit light for his height as well. It would appear that he was a typical street peasant, until you noticed the glimmer of mithril under his clothes, and the rapier on his hip.

    Background: Rae Drasa was born on the streets of Gate Pass, in the poorer districts. His parents unable to properly feed and clothe him, the boy took to following members of the Thieves guild around. At first he was a major hindrance, but after being taught a bit about thievery from the older men and women, the boy caught on and became a bit of a help, providing distractions and other things for them.

    As he grew older, he began freelancing himself, climbing into people's home's at night and relieving them of their expensive goods, causing an involuntary donation to the less fortunate: Himself. Little else to tell, except that Rae and the Guild are on good terms, even if the young man was not yet formerly inducted into the guild.


    Source Materials I am able to access:


    Accessible at almost any time:
    http://www.d20srd.org/index.htm
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    DMG/PHB
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Draconomicon
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #10
    Registered User
    Minor Trickster (Lvl 4)

    Antithetist's Avatar

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    ø Ignore Antithetist
    Arshen Dundrailen
    Human Male
    Monk 4
    Lawful Neutral


    17 Strength (+3) (10 pts) (+1 lvl 4)
    14 Dexterity (+2) (6 pts)
    14 Constitution (+2) (6 pts)
    8 Intelligence (-1) (0 pts)
    14 Wisdom (+2) (6 pts)
    8 Charisma (-1) (0 pts)


    HP: 33 (4d8+8)
    BAB: +3
    AC: 15*, Touch 14*, Flat-footed 13


    * - +1 vs. designated Dodge target, +4 vs. attacks of opportunity provoked by movement


    Speed: 40'
    Initiative: +2


    Fortitude: +7
    Reflex: +7*
    Will: +7**


    *- Evasion
    **- +2 vs. enchantment spells and effects


    Attacks:
    Unarmed Strike +7 melee (1d8+3*, 20/x2)
    Unarmed Strike +5/+5 melee (1d8 +3*, 20/x2)


    Shuriken +5 ranged (1d2+3*, 20/x2)
    Shuriken +3/+3 ranged (1d2+3*, 20/x2)


    * - +2 vs. preferred foe


    Feats:
    Dodge (Level 1)
    Mobility (Level 1 Human Bonus)
    Improved Unarmed Strike (Level 1 Monk Bonus)
    Stunning Fist (4/day, DC 14) (Level 1 Monk Bonus)
    Blade of the Resistance (Level 1 Background Bonus)
    Deflect Arrows (Level 2 Monk Bonus)
    Weapon Focus: Unarmed Strike (Level 3)

    Class Features:
    Flurry of Blows
    Monk Unarmed Strike
    Monk AC Bonus
    Evasion
    Still Mind
    Ki Strike (Magic)
    Slow Fall (20 ft)

    Skills: (4 pts per level, x4 at 1st)
    +8 Balance - 4 ranks +2 Dex +2 Synergy (Tumble)
    +9 Climb - 6 ranks +3 Str
    +10 Jump - 5 ranks +3 Str +2 Synergy (Tumble)
    +1 Knowledge (Religion) - 2 ranks -1 Int
    +7 Swim - 4 ranks +3 Str
    +11 Tumble - 7 ranks +2 Dex +2 Synergy (Jump)

    Equipment:
    Bracers of Armor +1 1000gp
    Cloak of Resistance +1 1000gp
    Backpack (2 lbs) 2gp
    Bedroll (5 lbs) 0.1gp
    Flint and Steel 1gp
    Trail Rations x5 (5 lbs) 2.5gp
    Sunrod x4 (4 lbs) 8gp
    Waterskin (4 lbs) 1gp


    685.4gp


    Languages: Common
    Height: 6'2"
    Weight: 190 lbs
    Hair: Shaved bald
    Eyes: Blue


    Patron Deity: St. Cuthbert
    Allegiance: Resistance/KotAC


    Description
    A big, well-muscled man in simple rough-spun peasant garb, Arshen could easily pass for a simple farmer - although a more observant eye might wonder at the unusual poise and fluidity in his movements. His face is like hewn stone, all hard lines and angles with a jutting jaw and blunt aquiline nose. Cold blue eyes look out sternly from beneath a heavy brow.





    Background
    Arshen's early years were spent in one of Gate Pass's orphanages, his parents unknown. He was adopted and fostered from the age of five by a man named Caulder. Caulder had spent much of his life in a monastic order dedicated to St. Cuthbert, but had now retreated to a simpler life as a farmer in the hills outside Gate Pass, where he also gave lessons to the farmers' children. He was a stern, hard man, a great believer in discipline and hard work, but never cruel. Arshen came to respect him - even revere him - and proved a willing and capable student of his foster-father's demanding teachings of self-mastery and self-perfection.


    When the resistance came to speak to the farmers, Caulder was among the first to give them his support, declaring that no foreign invader would set foot on his land as long as he lived. Arshen went further - he asked to go with the resistance when they returned to the city, and there join their cause as a full-time and committed member. His father gave his blessing to the enterprise, and so it came to pas. Arshen soon distinguished himself with his dedication and skill, though his brusque and unsmiling manner won him few friends.
    Last edited by Antithetist; Tuesday, 12th October, 2010 at 12:46 PM.

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