RG for Off to War

jackslate45

First Post
Ernestine Thankirk

[sblock=Ernestine Thankirk]
Code:
Class: Focused Conjuration Specialist Wizard
Race: Human
Size: M
Gender: Female
Alignment: TN
Deity: TBD

Str: 08 -1 (00p.)     Level: 4        XP: 630
Dex: 16 +3 (10p.)     BAB: +2         HP: 20 (4d4+8)
Con: 14 +2 (06p.)     Grapple: +0     Dmg Red: 0/0
Int: 19 +4 (16p.)     Speed: 30'      Spell Res: 0
Wis: 08 -1 (00p.)     Init: +7        Spell Save: 14 + spell level
Cha: 10 -1 (03p.)     ACP: -0         Spell Fail: 0%

                   Base  Armor Shld   Dex   DB   Nat  Misc  Total
Armor:              10    +0    +0    +3    +0    +0    +0    13
Touch: 13              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      1    +2    +0    +3
Ref:                       1    +3          +4
Will:                      4    -1          +3

Weapon                  Attack   Damage     Critical   Range
MWK Dagger                +3      1d4-1     19-20/x2    ---
MWK Dagger(Ranged)        +6      1d4-1     19-20/x2    10'
Light crossbow            +6      1d8          x3       80' (20 MWK bolts)


Languages: Abyssal, Common, Elf, Draconic, Celestial, Infernal, Sylvan, Aquarn

Feats: Augment Summon, Persuasive (+2 Bluff, Diplomacy) , Spell Focus(Conjuration) , Improved Imitative, Rapid Summoning, Extend Magic

Skill Points: 36       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Bluff(cc)                  3.5  +0    +2    +5
Diplomacy(cc)              0    +0    +4    +4 (Know Nob. and Roy. Synergy)
Concentration              7    +2          +9
Knowledge(Arcana)          7    +4          +11
Knowledge(Nature)          1    +4          +5
Knowledge(Nob. & Roy.)     7    +4          +11
Knowledge(History)         7    +4          +11
Knowledge(Religion)        7    +4          +11
Knowledge(The Planes)      7    +4          +11
Speak Language(cc)         3.0  +0          +0(Abyssal, Sylvan, Aquarn)
Spellcraft                 7    +4    +2    +13 (Know Arcane Synergy)


Equipment:               Cost  Weight
MWK Dagger              302gp    1lb
Rod of Lesser Extend     --gp    5lb
Light crossbow           35gp    4lb
20 MWK bolts            602gp    2lb
Explorers outfit           -      -
Spell component pouch     5gp    2lb
Backpack                  2gp    2lb
- wand of identify(42)   --gp   --lb CW: Fel'ith Darvol
- spellbook                -     3lb
- bedroll                 1sp    5lb
- ink                     8gp     -
- inkpen                  1sp     -
- waterskin               1gp    4lb
- Trail Ration(1)         1gp    1lb            
- Desnor's Holy Symbol
- Jewelry from Desnor (Unknown Worth / Weight)
Total Weight:28lb      Money: 19gp 6sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 26    53   80   160   400

Age: 21
Height: 6'1"
Weight: 122lb
Eyes: blue
Hair: long black
Skin: dark

Spellbook: (Enchantment, Evocation, Necromancy prohibited)

Level 0
- All

Level 1
- Grease
- Mage Armor
- Silent Image
- Feather fall
- Enlarge Person
- Protection from Evil
- Summon Monster I
- Obscuring Mist
- Benign Transposition
- Mount
- Blockade (Complete Scoundrel)

Level 2
- Summon Monster II
- Glitterdust
- Invisability
- Rope Trick

0 lvl: 3 = 4 - 1 (FSB)
1 lvl: 6 = 3 - 1 (FSB) + 1 (INT) + 3 (FSB)
2 lvl: 5 = 2 - 1 (FSB) + 1 (INT) + 3 (FSB)
[/sblock]

[sblock=Description]Ernestine was born to a small farm family. Being unfit to work in the fields with her father and older brother, she instead studied everyday. After a few years, her parents noticed that she had a touch of magic about her, and sent her to magic school at the age of 9.

However, the school her parents sent her to was really a school for war training, sponsored by Vester's Reavers. Instead of training to improve society, she instead learned how to use her spells to take back Farshaw. She proved the best at summoning magic, and her spell focus switched to that.

At the age of 17, she finally got a taste of real combat, as her spell practice was needed, and has been serving the Reavers since then. However,after 4 years, Ernestine was growing tired of the looting, the treachery, and the secrets. However, she never had the ability to escape from her situation. The Reavers knew too much about her, and would do anything to prevent her escape. She waits to see if an opportunity will rise to allow her to escape...

Otherwise, she will be forced to stay with the Reavers forever...
[/sblock]

[sblock=swaps]
Familiar for Rapid Summoning
Scribe Scroll for Augment Summoning
Focused Specialist: Give up 3 Schools and 1 spell per day per spell level and gain 3 Specialist Spells per spell level
[/sblock]

[sblock=Common Summons]
Note: All summons include +4 STR and +4 CON.
[sblock=SMI]
Celestial Dog:
Small; AC: 15; HD: 1d8 + 4; HP: 8; Attack: Bite +4 melee (1d4+3); SR 6; Acid, Cold, Electricity: Resist 5; Fort: +6; Reflex +5; Will +1; Smite Evil 1xDay for +1 DMG
Celestial Monkey:
Tiny; AC: 15; HD: 1d8 + 2; HP: 6; Attack: Bite +4 melee (1d3-2); SR 6; Acid, Cold, Electricity: Resist 5; Fort: +4; Reflex +4; Will +1; Smite Evil 1xDay for +1 DMG
Fiendish monstrous spider
Small; AC:14 HD: 1d8+2; HP:6; Bite +4 melee (1d4 + poison DC 12 1d3 STR); SR:6; Cold, Fire Resist 5;F: +4; R: +3; W: +0; tremorsense 60', web (Ranged Touch +4; Entangled; EA: 12; STR: 16) climb 20'; Smite Good 1xDay for +1 DMG
[/sblock]
[sblock=SMII]
Fiendish Wolf
Medium; AC:15 HD: 2d8+8; HP:17; Bite +5 melee (1d6 + 3 + Trip (+3)); SR:7; Cold, Fire Resist 5;F: +7; R: +5; W: +1;Smite Good 1xDay for +1 DMG
[/sblock]

[/sblock]
[sblock=Level 2]
Wizard 2
HP: 5
BAB: +1
Will: +3
Skills: 9 pts: +1 to Spellcraft, Concentration, 5 Knowledge's(Arcana, Nobility, Religion, The Planes, History); .5 to Bluff (cc), Speak Language(cc);
Spells /day: +1 0 level spell, +1 1 level spell
2 additional spells:Obscuring Mist, Benign Transposition

[sblock=Benign Transposition]Conjuration (Teleportation)
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. Source: Spell Compendium[/sblock]

[/sblock]

[sblock=Level 3]
Level 3: Wizard level 3
Saves: +1 FORT, +1 Reflex
Feat: Extend Magic
Skills: 9 pts: +1 to Spellcraft, Concentration, 5 Knowledge's(Arcana, Nobility, Religion, The Planes, History); .5 to Bluff (cc), Speak Language(cc);
Languages: Learned Auran.
Spells /day: +4 2nd level spells (1 base - 1 FSB + 3 FSB + 1 INT)
2 additional spells:Glitterdust, Summon Monster 2
HP: 6
Link
[/sblock]

[sblock=Level 4]
Level 4: Wizard level 4
BAB: +2
Saves: +1 Will
Incease Attribute: Intelegence
Skills: 9 pts: +1 to Spellcraft, Concentration, 6 Knowledge's(Arcana, Nature, Nobility, Religion, The Planes, History); .5 to Bluff (cc);
Languages: Learned Auran.
Spells /day :+1 1nd level spell, +1 2nd level spell
2 additional spells:Blockade, Invisibility
Added though Scrolls: Mount, Rope Trick
New Items: Lesser rod of Extend, Wand of Identify
HP: 3

[sblock=Blockade]Conjuration (Creation)
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 swift action
Range: 0 ft.
Effect:5-ft cube of wood
Duration: 3 rounds
Saving Throw: None
Spell Resistance: No

You call a cube of solid wood, 5 feet on a side, into being . The cube must be created upon solid ground in an empty square . If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails.

The cube weighs 2,000 pounds . It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square . Multiple cubes can be stacked . If it is pushed into water, the cube floats .

Material Component: A block of wood, less than 3 inches on a side Source: Complete Scoundrel
[/sblock]
[/sblock]
 
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Lughart

First Post
Cedrics level up post

[sblock=Lvl 2]Class: Wizard
Hp: 4
BAB: +1
Will save: +1
Skills: 9 pts. Know: Arcana +1, know: religion +2, know: engineering +1, know nob. & roy. +1, know: history +2, spellcraft +1, concentration +1
Spells per day: +1 lvl 0 spell, +1 lvl 1 spell
New spells: Animate rope, burning hands[/sblock]
 
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Spade

First Post
Name: Gareth Silander
Alignment: Neutral Good
Class: Fighter
Race: Human
Age: 16
Gender: Male

[sblock=-Appearance-]
Sporting vibrant red hair and green eyes, the former being perpetually in a state of bed-head, Gareth looks younger than he is – An impression only further reinforced by his five-foot-four height and lean build, as well as his spirited, almost childish disposition. Even though he seems like he shouldn't be serving as a soldier, paying close attention would reveal things such as callous and the occasional faded scars on his hands – Minute, easily missed details that show Gareth to be as qualified as the other drafted soldiers.[/sblock]

[sblock=-Background-]
Born and raised on a farm as the second child of four, Gareth's life was a simple one – So long as he and his siblings took care of their share of the work, they were allowed to run around as they pleased for the most part. Although it was safe from most major dangers, a small forest on the edge of their property did pose some danger thanks to the creatures that lurked inside it. Because of this, the siblings were all taught how to defend themselves – Though they lacked proper weapons to do so with, instead using what suitable tools they had around as substitutes. Despite the occasional encounter with a wolf or some other creature from the forest attempting to snatch some of the livestock, their lives were peaceful and enjoyable.


When Gareth reached the age of adulthood, like many others during times such as this, he was drafted and sent out for basic training. The youth performed admirably, quickly picking up the nuances of proper footwork and reading ones opponent. However, while he was skilled with a shield, none of the weapons the trainers tried to get him to use seemed to work out. He was horrendous with the Sword or Axe, though the Spear felt a bit closer to home. It wasn't until they gave up on trying the regular weapons and dug up some of the uncommon ones that he found something that worked – A Trident.


The Trident was remarkably similar to the pitchforks he had often used back home, in chores and often being the tool of choice for driving off any beasts from the forest. Although it was a bit old and worn from neglect, having sat along with the other rarely used weapons in the armory for some time, Gareth found it to be his perfect weapon of choice. The trouble he had been having with practice sessions now resolved, since he now had a weapon he could use skillfully, he managed to go from a “clumsy” recruit to one of their above-average ones. [/sblock]

-Stats-
Level: 1
Current XP: 365
Level Up At: 1,000
HP: 13 = 10 + 3 (Base + Mod)
AC: 18 = 10 + 4 + 2 + 2 + 0 (Base + Arm + Shield + Dex + DB)
Touch: 12 = 10 + 2 + 0 (Base + Dex + DB)
Flat-Footed: 16 = 10 + 4 + 2 (Base + Arm + Shield)
DB: +0 (½ BAB)
Initiative: +2 (Dex)
Speed: 20 (Armor), 30 (Base)
BAB: +1
Melee: +4 = 1 + 3 (BAB + Str)
Ranged:+3 = 1 + 2 (BAB + Dex)
Spell Resistance: 0
Damage Resistance: 0

Code:
[B]-Ability Scores-[/B]
Str: [B]16[/B] (+3)[10p]
Dex: [B]14[/B] (+2)[06p]
Con: [B]16[/B] (+3)[10p]
Int: [B]10[/B] (+0)[02p] 
Wis: [B]10[/B] (+0)[02p]
Cha: [B]13[/B] (+1)[05p][B]
-Saves-[/B]
Fort: [B]+5[/B] = 3 + 2 + 0 (Mod + Class Base Save + Misc)
Ref:  [B]+2[/B] = 2 + 0 + 0 (Mod + Class Base Save + Misc)
Will: [B]+0[/B] = 0 + 0 + 0 (Mod + Class Base Save + Misc)


-Weapon-
(Attack – Damage – Critical – Type – Misc)
Trident: +5 – 1d8 – x2 – Piercing – 10ft Range
Heavy Steel Shield: +5 – 1d4 – x2 – Bludgeoning – N/A

-Armor- (AC – ACP – Speed – Weight)
Scale Mail: +4 – -4 – 20ft – 30lbs
Heavy Steel Shield: +2 – -2 – N/A – 15lbs

-Languages-
Common

[sblock=-House Rule Changes-]
-Fighter Proficiencies-
All Martial Prof. Swapped For Weapon (Trident) Proficiency/Focus & Weapon (Shield) Focus.
Heavy Armor Prof. Swapped For Extra Feat: Dodge.
Tower Shield Prof. Swapped For Move Silently/Balance Skills Becoming Class Skills.
[/sblock]

-Feats-
[sblock=Class Innate/House Rule Feats]
Weapon Proficiency (Trident) – No Attack Roll Penalty.
Weapon Focus (Trident) - +1 To Trident Attack Rolls.
Shield Proficiency – No ACP On Attack Rolls.
Weapon Focus (Shield) - +1 To Shield Attack Rolls.
Armor Proficiency (Medium/Light) – No ACP On Attack Rolls.[/sblock]
Level 1: Power Attack – Add Penalty/Bonus to Attack/Damage Rolls up to BAB until next turn.
Human Bonus: Improved Shield Bash – Retain Shield AC Bonus When Shield Bashing.
Fighter Bonus: Cleave - On Dropping A Foe, May Immediately Attack Another With Same Weapon/Bonus.
House Extra: Dodge+1 Dodge Bonus AC vs 1 Foe.
Free +2/+2: Athletic+2 to Jump/Swim Skills.

-Skills-
Skill Points: 20 (4[Base 2 + House 2] + 0 [Int Mod] * 4 + 4 [Racial Bonus])
Max Ranks: 4 Class, 2 Cross.
ACP: -6 (Str/Dex Skills Only, Doubled For Swim)
Code:
-Skill List- (Rank – Mod – Feat – Misc)
[U]Class:[/U]
[B]Climb[/B] (Str) [B]7(1)[/B] = 4 + 3 + 0 + 0 
[B]Jump[/B] (Str) [B]9(3)[/B] = 4 + 3 + 2 + 0
[B]Swim[/B] (Str) [B]9(-3)[/B] = 4 + 3 + 2 + 0
[B]Move Silently[/B] (Dex) [B]6(0)[/B] = 4 + 2 + 0 + 0
[B]Balance[/B] (Dex) [B]6(0)[/B] = 4 + 2 + 0 + 0
[B]Craft[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Handle Animal[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Intimidate[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Ride[/B] (Dex) [B]0(-4)[/B] = 0 + 2 + 0 + 0
[U]Cross:[/U]
[B]Appraise[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Bluff[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Concentration[/B] (Con) [B]3[/B] = 0 + 3 + 0 + 0
[B]Decipher Script[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Diplomacy[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Disable Device[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Disguise[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Escape Artist[/B] (Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
[B]Forgery[/B] (Int) 0 = 0 + 0 + 0 + 0
[B]Gather Information[/B] (Cha) 1 = 0 + 1 + 0 + 0
[B]Heal[/B] (Wis) [B]0[/B] = 0 + 0 + 0 + 0
[B]Hide[/B] (Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
[B]Knowledge*[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Listen[/B] (Wis) [B]0[/B] = 0 + 0 + 0 + 0
[B]Open Locks[/B] (Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
[B]Perform[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Profession*[/B] (Wis) [B]0[/B] = 0 + 0 + 0 + 0
[B]Search[/B] (Int) [B]0[/B] = 0 + 0 + 0 + 0
[B]Sleight of Hand[/B] (Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
[B]Spot[/B] (Wis) [B]0[/B] = 0 + 0 + 0 + 0
[B]Sense Motive[/B] (Wis)  [B]0[/B] = 0 + 0 + 0 + 0
[B]Spellcraft[/B] (Int)  [B]0[/B] = 0 + 0 + 0 + 0
[B]Survival[/B] (Wis)  [B]0[/B] = 0 + 0 + 0 + 0
[B]Tumble[/B] (Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
[B]Use Magic Device[/B] (Cha) [B]1[/B] = 0 + 1 + 0 + 0
[B]Use Rope [/B](Dex) [B]2(-4)[/B] = 0 + 2 + 0 + 0
*Placeholder
[sblock=-Inventory-]
-Equipment- (Cost – Weight)
Trident: 15gp – 4lbs
Scale Mail: 50gp – 30lbs
Heavy Steel Shield: 20gp – 15lbs

-Items- (Cost – Weight)
Travelers clothes: 0gp – 0lbs
Backpack: 2gp – 2lbs
Bedroll: 1sp – 5lbs
Waterskin: 1gp – 4lb
Belt Pouch: 1gp – 1/2lb
Hooded Lantern: 7gp – 2lbs
Flint & Steel: 1gp – N/A
1-Pint Oil Flask: 1sp – 1lb[/sblock]

-Misc-
Total Weight: 63.5lbs
Max Weight: 76 / 77 – 153 / 154 – 230
Money: 52 Gold, 8 Silver.
 
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Aldern Foxglove

First Post
Aver Level-up

[sblock=2nd]HP (1d4+2): Aver Level-up Elf Generalist (Wiz sub level RoW 157)
HP 1d4+2 5
Gain first level spellcasting.
Gain 4 1st level Spell Slots - 1 base, +2 Bonus, +1 Elf Generalist.
Gain 9 1st level Spells in Spellbook , 1 from Elf Generalist.
Spells Selected: Shield, Orb of Acid Lesser, Orb of Fire Lesser, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Sniper's Shot, Light of Lunia.
Gain Scribe Scroll swap for Point Blank Shot.
Gain Summon Familiar Swap for Precise Shot.
Gain 9 skill points (2 base +2 House Rule +5 INT): Concentration 4 ranks, Search 1 rank - class skill thanks to Elf Generalist - Spellcraft 4 ranks.
Furkiss's HP increase to 6.[/sblock]

[SBLOCK=Elf Generalist]
ElfGeneralist.jpg

[/SBLOCK]

[sblock=Non Core Spells]
1stLevelSPCSpells.gif

[/sblock]
 
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Zerith

First Post
[sblock=Lord Alexander Julian Ravensworth, IV.]
Chaotic Neutral, Beguiler

XP: 3,050

Strength: 9
Dexterity: 14
Construction: 10
Intellect: 18
Wisdom: 12
Charisma: 14

Size: Medium
Type: Humanoid (human)
Age: 17
Height: 6' 3"
Weight: 169 lb
Eyes: Black outer irises that abruptly turns dazzling golden in a ring around the pupils.
Hair: Brilliant and golden in the middle; raven black at the ends and roots with no gradation
Skin: Light tan
[sblock=Description] Alexander has the iconic hair of the house Ravensworth nobles: it naturally forms into feather like locks, no matter how long or short it is cut, with a pattern, which abruptly changes from black to gold then to black again, that mimics the natural V strip found in feathers on any given lock of hair.
Alexander’s a normal hair cut has four locks forming bangs, the two towards the middle are much shorter the outer two and drop down to the point that they moderately fall below his eyebrows; the longer two fall down beside his face and frame it while dropping down to be level with his mouth. All four of his bangs shoot up before bending down into their specified resting places; if pulled strait down, they would obscure his eyes and cover his face’s length respectively.
The rest of his hair forms into what could be described as a feathery mane that surrounds his face, and hides his ears. Those seeking his wrath could also say his hair style looks like an odd sun flower.

His eyes are possibly more striking than his hair; they’re fairly large and abruptly change from a near black gray at the outer irises to a blinding golden hue before hitting the void of his pupils.
Another, less noticeable though still distinguishing, trait Alexander has is cruelly sharp looking teeth from his canines back, causing him to grin threateningly if he does much more then crack an acute smile, something he is well aware of.

His clothing is of fine black fabric and is highly durable, his leather boots and gloves have the same cloth alchemically cured onto them. His clothing is also detailed with golden embroidering that extends all the way from his boots to his cape and mantle; the only visible items of clothing that does not share the golden detailing are his pants and gloves, which are simply black.
the viable elements of Alexanders Clothing are: Boots, Cape and Mantle, Coat, Overcoat, Undershirt, its snug fitting collar is all that is viable is the top of it can be seen coming up from beneath the more loose fitting Coat collar; Pants, and Gloves.

Alexander[/sblock]

Languages: Auran, Common, Draconic, Dwarven, Elven, Gnome, Gnoll, Goblin, Hafling, Undercommon, and Orcish.
Proficiencies:
Simple and Martial weapons, Light armor, plus Hand Crossbow.

Total hit points
: 9 (3d6)
Speed: 30’

Armor Class: 12/16 = 10 [base] + 2 [dexterity] + 4 [Mage Armor; when active]
Touch AC: 12/16
Flat-footed: 10/14

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 1 = 1 [base] + 0 [Constitution]
Reflex save: + 3 = 1 [base] + 2 [Dexterity]
Will save: + 4 = 3 [base] + 1 [Wisdom]
Attack (handheld, Normal): + 0 = 1 [BAB] – 1 [Strength]
Attack (handheld Finesse-able weapon): + 3 = 1 [BAB] + 2 [Dexterity]
Attack (missile): + 3 = 1 [BAB] + 2[Dexterity]
Grapple check: + 0 = 1 [BAB] – 1 [Strength]

[sblock=Caster Level 1]
Spells per a day:

-Level 0: 6
-Level 1st: 5
[/sblock]

[sblock=Skills]Skill Points: 78 = [8 (class) + 4 (INT) x 6 (lvl 1-3)] + 6 (human)
Max Ranks: 6/3
ACP: -0
Able Learner feat: Cross class skills
cost 1 Skill point.

Skills:
Ride +5 = 3 [ranks] +2 [Dex] [Cross class]
Diplomacy +16 = 6 [ranks] + 2 [Cha] + 2 [Negotiator]
+2 [nobility&royalty] +2 [Bluff] +2 [Sense Motive]
Disguise +5 = 1 [ranks] + 2 [Cha] +2 [Bluff]
Bluff +8 = 6 [ranks] + 2 [Cha]
Gather information +8 = 6 [ranks] + 2 [Cha]
Intimidate +10 = 6 [ranks] + 2 [Cha] +2 [Bluff]
Sense Motive +10 = 6 [ranks] + 2 [Cha] + 2 [Negotiator]
Use magic Device +4 = 2 [ranks] + 2 [Cha]
Knowledge (arcane) +10 = 6 [ranks] + 4 [Int]
Knowledge(nobility&royalty) +10 = 6 [ranks] + 4 [Int]
Knowledge (geography) +6 = 2 [ranks] + 4 [Int]
Knowledge (history) +6 = 2 [ranks] + 4 [Int]
Knowledge (Architecture and Engineering) +6 = 2 [ranks] + 4 [Int]
Appraise +10 = 6 [ranks] + 4 [Int]
Spell Craft +12 = 6 [ranks] + 4 [Int] +2 [arcane]
Concentration +6 = 6 [ranks]+ 0 [CON]
Speak Language 6 ranks [Auran, Gnome, Goblin, Halfling, Undercommon, and Orkish]
[/sblock]

[sblock=feats]
[Level 1] Weapon Finesse
[Racial Bonus] Able Learner
[Level 3] Obtain Familiar
[Class] [sblock=Advanced Learning]Additional spells:
-Level 0: [FONT=&quot]Prestidigitation and Mage Hand[/FONT]
-Level 1: Ventriloquism [/sblock]
[House rule] Negotiator
[Class] Cloaked Casting (+1DC)
[Class] Surprise Casting[/sblock]


[sblock=Items]

Horse, light 75Gp
Riding Saddle 10 Gp 25Lb
Saddlebags 4Gp 8Lb
Feed(5 days) 25Cp 50Lb




Explorer’s Outfit 100Gp 60Lb (Worn)
Traveler’s Outfit 1GP 5Lb

Spell component pouch 5GP 2Lb(Worn)
Signet Ring 5Gp (Worn)
Rapier 20 GP 2Lb (Worn)
Dagger 2Gp 1Lb (Worn)

Water skin 1Gp 4 Lb
Rations(5 days) 25Sp 5Lb

Bedroll 1Sp 5Lb
Soap: 5Sp 1lb
Flint and Steel 1Gp

Lantern, hooded 7Gp 2Lb
Oil, six 1-pint flasks 6Sp 6Lb

Funds remaining:15GP 5Cp
(14 Gold coins, 10 Silver, and 5 copper, 0.5 Lb, on person)

Alexander
Light load: 30 lb. or less
Medium load: 31-60 lb.
Heavy load: 61-90 lb.
Lift over head: - 90 lb.
Lift off ground: - 180 lb.
Push or drag: - 450 lb.

Light Horse
Light load: 150 lb. or less
Medium load: 151-300 lb.
Heavy load: 301-450 lb.
Push or drag: - 2,250 lb

Alexander's Load: 5.5 Lb(light)
Horse's Lord: 111/291.5 Lb (Light/Medium)[/sblock]



[sblock=Trades, Hose rule]
Class skill Sleight of hand for Intimidate
Class skill Hide for Knowledge(Nobility and Royalty)
Class skill Swim for Knowledge (geography)
Class skill Open Lock for Knowledge (Architecture and Engineering)
Class skill Climb for Knowledge (history)
Trap finding for All Martial weapons
[/sblock]


[sblock=Biography:] Lord Alexander Julian Ravensworth IV, the youngest, and now only, son of House Ravensworth, heir apparent, and, forth most in the eyes of his father, failure. Alexander’s brother, Lord Samuel, was the favored son and was groomed to be the successor; a role he seemed destined to fulfill. Sadly Lord Samuel died to unfortunate circumstances many years ago.

Alexander’s memory of Samuel has faded since the latter’s death; Instead Alexander recalls his brother as more of an ideal, and the ideal that has steadily replaced the memory of his brother is vague, is unattainable, is Perfection, is expected, and is demanded of him and he has failed in the eyes of his father, who still grieves the loss of his true heir.
However, do to the young age he was when his brother died, Alexander cannot recall not being actively raised and groomed to be the next head of the Ravensworth family, and being potentially compared to an idealized figure of what he should be has not done his mental health any benefit. Further he has grown to intensely both revere and loath his dear brother. The slightest insult to, and on occasions the mere mention of, his brother is perceived as a grievous personal attack, to which Alexander reacts poorly to; and at the same time, Alexander is agonized by positive remarks about his brother.

And while never being his brother’s equal, Alexander has continually excelled in his studies and has known it; this has given him a very mangled sense of self-worth, on one hand, he knows he is the superior to most any man, noble or not, yet he also knows that he can’t possibly live up to the destiny that his elder brother has left unfulfilled and is thus a failure for all times. His mixed Inferiority and Superiority complex is, luckily, tempered by his intellect, while he knows he has enough raw talent to waltz through most things in life and come out ahead, he also knows that without real experience, that he has woefully little off, he will never live up to a tenth of his potential, and while he knows he can’t surpass his brother’s destiny, he also can’t deny his undying urge to surpass his brother.[/sblock]

[Sblock=Level 2]
Beguiler (second level)
+1d6 HP(2)
BAB: +0 to +1
Will Save: +2 to +3
Base Spells per a day:
-Level 0: 5 to 6
-Level 1: 3 to 4
Special
-Cloaked Casting (+1DC)
-Surprise Casting

Skills
-Appraise +2
-Bluff +1
-Concentration +1
-Diplomacy +1
-Disguise +1
-Gather information +1
-Intimidate +1
-Knowledge (arcane) +1
-Knowledge(nobility&royalty) +1
-Sense motive +1
-Speak Language +1 [Goblin]
-Spell Craft +1[/Sblock]

[Sblock=Level 3]
Beguiler (third level)
+1d6 HP(1)
Fort Save: 0 to +1
Refl Save: 0 to +1
Base Spells per a day:
-Level 1: 4 to 5

Level 3 Feat
Obtain Familiar
Level 3 Class Feat
Advanced learning (Ventriloquism)

Skills
-Appraise +2
-Bluff +1
-Concentration +1
-Diplomacy +1
-Ride +1
-Gather information +1
-Intimidate +1
-Knowledge (arcane) +1
-Knowledge(nobility&royalty) +1
-Sense motive +1
-Speak Language +1 [Orcish]
-Spell Craft +1[/Sblock][/sblock]
 
Last edited:

Axel

First Post
Alden Jahl (AJ or Al to his friends)

[sblock=Game Info]
Race: Human
Class: Rogue
Level: 2
Experience: 1135
Alignment: Chaotic Neutral
Languages: Common, Elven - Nandirly, Halfling
Deity: ??
[/sblock]
[sblock=Abilities]
STR: 11 +0
DEX: 14 +2
CON: 10 +0
INT: 14 +2
WIS: 10 +0
CHA: 18 +4
[/sblock]
[sblock=Combat]
HP: 10
AC: 14 = 10 + 2 (armor) + 0 (shield) + 2 (DEX) + 0 (Misc)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 12 = 10 + 2 (armor) + 0 (shield)
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Rogue)
Fort: +0 = +0 (base) + 0 (CON)
Reflex: +5 = +3 (base) + 2 (DEX)
Will: +0 = +0 (base) + 0 (WIS)
Speed: 30'
Damage Reduction: none
Spell Resistance: none
Class Ability: Evasion (Reflex save for half damage results in no damage)
[/sblock]
[sblock=Weapon Stats]
Short Sword(melee): +1 = +1 (BAB) + 0 (STR)/DMG:1d6(P),CRIT:19-20x2
Dagger(melee): +1 = +1 (BAB) + 0 (STR)/DMG:1d4(PorS),CRIT:19-20x2
Dagger(range): +3 = +1 (BAB) + 2 (DEX)/DMG:1d4(PorS),CRIT:19-20x2,RANGE: 10'
Light Crossbow(range): +3 = +3 (BAB) + 2 (DEX)/DMG:1d8(P),CRIT:19-20x2,RANGE: 80'
[/sblock]
[sblock=Racial Traits]
Size - Meduim
Speed - 30'
1 extra feat at first LvL
+4 skill points at first LvL, +1 skill point every LvL after first
Bonus Languages: Any
Favored Class: Any
[/sblock]
[sblock=Class Features]
Sneak Attack: 1d6
Trapfinding
Evasion
[/sblock]
[sblock=Feats & Tricks]
Prof. with all simple and hand crossbow, rapier, sap, short sword, short bow (rogue)
Armor Prof. - Light (rogue)
Deadly Defence (LvL1)
Lucky start (human)
Deceitful (houserule)

Skill Tricks:
Assume quirk [interaction]: Eliminates familiarity spot bonuses when in disguise.
[/sblock]
[sblock=Skills]
Skill Ranks: 64 = [10 (class) + 2 (INT)] x 4 (LvL1) + 4 (human) + 12 (level 2)
Max Ranks: 5/2.5 ACP: +0

Code:
[U]Total   Skill            Ability  Rank Misc Misc  ACP  Stat[/U]
+7  =   Appraise            +2    +5    +0   +0   --    INT
+2  =   Balance             +2    +0    +0   +0   +0    DEX      
+9  =   Bluff               +4    +5    +0   +0   --    CHA
+0  =   Climb               +0    +0    +0   +0   +0    STR
+0  = ()Concentration       +0    +0    +0   +0   --    CON
+2  =   Craft:              +2    +0    +0   +0   --    INT
+2  =   Decipher Script^    +2    +0    +0   +0   --    INT
+13  =   Diplomacy           +4    +5    +4   +0   --    CHA
+4  =   Disable Device^     +2    +2    +0   +0   --    DEX
+11 =   Disguise            +4    +5    +2   +0   --    CHA
+2  =   Escape Artist       +2    +0    +0   +0   +0    DEX
+9 =   Forgery             +2    +5    +2   +0   --    INT
+5  =   Gather Information  +4    +1    +0   +0   --    CHA
+4  = ()Handle Animal^      +4    +0    +0   +0   --    CHA
+0  = ()Heal                +0    +0    +0   +0   --    WIS
+4  =   Hide                +2    +2    +0   +0   +0    DEX
+6  =   Intimidate          +4    +0    +2  +0   --    CHA
+0  =   Jump                +0    +0    +0   +0   +0    STR
+2  = ()Knowledge:Arcana^   +2    +0    +0   +0   --    INT
+2  = ()Knowledge:Arch&Engn^+2    +0    +0   +0   --    INT
+2  = ()Knowledge:Dungeons^ +2    +0    +0   +0   --    INT
+2  = ()Knowledge:Geography^+2    +0    +0   +0   --    INT
+2  = ()Knowledge:History^  +2    +0    +0   +0   --    INT
+5  =   Knowledge:Local^    +2    +3    +0   +0   --    INT
+2  = ()Knowledge:Nature^   +2    +0    +0   +0   --    INT
+4  = ()Knowledge:Nobility^ +2    +2    +0   +0   --    INT
+2  = ()Knowledge:Religion^ +2    +0    +0   +0   --    INT
+2  = ()Knowledge:Planes^   +2    +0    +0   +0   --    INT
+5  =   Listen              +2    +3    +0   +0   --    INT
+4  =   Move Silently       +2    +2    +0   +0   --    DEX
+4  =   Open Locks^         +2    +2    +0   +0   --    DEX
+4  =   Perform             +4    +0    +0   +0   --    CHA
+0  =   Profession^         +0    +0    +0   +0   --    WIS
+3  = ()Ride                +2    +1    +0   +0   --    DEX
+5  =   Sense Motive        +0    +5    +0   +0   --    WIS
+9  =   Sleight of Hand^    +2    +5    +2   +0   +0    DEX
n/a = ()Speak Language^     n/a   +0    n/a  n/a  n/a   n/a
+2  = ()Spellcraft^         +2    +0    +0   +0   --    INT
+4  =   Spot                +0    +4    +0   +0   --    WIS
+0  = ()Survival            +0    +0    +0   +0   --    WIS
+0  =   Swim                +0    +0    +0   +0   +0*   STR
+2  =   Tumble^             +2    +0    +0   +0   +0    DEX
+4  =   Use Magic Device^   +4    +0    +0   +0   --    CHA
+2  =   Use Rope            +2    +0    +0   +0   --    DEX
() = cross-class skill
^ = trained only
* = double ACP
[/sblock]

[sblock=Equipment]
Code:
[U]Item(location)                  Cost   Weight[/U]
Traveler's Outfit(worn)         free     0lb
Leather armour(worn)            10gp    15lb
Short sword                     10gp     2lb 
(worn in scabbard on belt)
Dagger(concealed in boot)        2gp     1lb
Light crossbow                  35gp     4lb
MWK Light crossbow      335gp      4lb
-bolts (15)                      2gp     2lb
Backpack w/concealed flap(worn)  3gp     2lb
Water skin(in backpack)          1gp     4lb
Bedroll(in backpack)             1sp     5lb
FlintandSteel(in backpack)       1gp     ---
Thieves tools                   30gp     1lb
(in concealed flap)

Treasure: 29gp, 9sp, 0cp Gems:

Total weight carried: 23 (light)

Carrying Capacity:
Light: 00-33lbs
Medium: 34-66lbs
Heavy: 67-100lbs
Lift Over Head: 100lbs
Lift Off Ground: 200lbs
Push/Drag: 500lbs
[/sblock]

[sblock=Personal Details]
Size: Medium
Gender: Male
Age: 22
Height: 5'10"
Weight: 160 lbs
Hair Color: Mousy brown
Eye Color: Green
Skin Color: Fair

Appearance: Shaven and sparkly clean.
Demeanor: Confident, happy-go-lucky[/sblock]
[sblock=Background]
Alden grew up in a city orphanage and never knew his family. His whore mother died during childbirth, and nobody could, or would, tell him who his father was. The orphanage was a hellish place, filled with uncaring and/or ambivalent "overseers". Alden contrived to escape as a young child, with a child's typical lack of forward planning.
Escape he did, but with no skills, no education and no way of acquiring food, he quickly fell foul of the "locals". Perhaps that was the first time Alden subconsciously realised that the easiest way to survive is to blend in, roll with the times and do whatever it is you need to do. He took to petty thieving, displaying an cunning knack at removing his mark's purse.
After several run-ins with the law, and the occasional irate observant mark, the young man Alden realised it was easier to make other people do the coing gathering for you. He became a master of disguises, selling fake and worthless trinkets in the marketplace. With a growing realisation of the power of persuasion, and the extent of gullible people in the world, he started a black market gambling den in the basement of an old friend who had gone "legit".
Business was booming, and Alden was itching for a new challenge for his substantial intellect. With the war coming, many people were desperate to avoid joining the army. The answer to everyone's problem was obvious: forgery of documents to let individuals avoid serving in the army. Some claimed skills too important, others an illness or permanent injury.
Sadly for Alden, his greatest scheme was also to be his last. The authorities eventually caught on to the presence of forged documents, and traced them back to Alden. In 1 night, everything he had built up over 10 years was torn down. The city watch raided his gambling den, confiscated his illbegotten wealth and threw him in prison.
The magistrate at Alden's trial was set on pronouncing a death sentence for High Treason and Corruption when a passionate speech and plea from Alden, in which he recanted his old ways and pledged amends, swayed him. His sentence: service in the army until the end of the war.
Whether Alden has genuinely turned over a new leaf, or received a timely reminder of his first lesson (do whatever you need to do to survive) remains to be seen. Regardless, his time in transport to Lord Bairan's camp has not been unprofitable. He has, at the least, succeeded in bartering his government-issued long sword for a shorter weapon more suited to his tastes.[/sblock]
[sblock=Adventure Log]
To Con the Con Man[/sblock]
[sblock=Level Ups]
Level 2
[/sblock]
 
Last edited:

Herobizkit

Adventurer
Tiagio "Tio" Anangale

BACKGROUND
I had a decent, comfortable life. My father was an information broker and auctioneer; my mother, a priestess serving the Velvet Proctor, the local God of Wealth and Law. At an early age, I was recognized for my singing talents and physical strength. I served in the Proctor's choir while attending a prestigious Bardic college. Though I did not graduate at the top of my class, my parent's influence and prestige landed me a cushy job with the Royal Constabulary, examining trade goods as they came and left the city. I even had a girlfriend, too... a dancer unlike any other.

The the War came.


Now i trudge through muck and filth, protecting the borders from invasion. I'm far from the warmth and comfort of home, far from the woman I thought I might marry...


... and I couldn't be happier.


APPEARANCE
Tio is a tall, ruggedly handsome man over six feet in height and an athletic build. He has shoulder length blond hair and a meticulously maintained goatee. His piercing blue eyes always seem to be smiling. He is dressed in full explorer's clothing and bristles with assorted weapons, favoring the long sword which is strapped neatly behind his back. His cloak bears the holy symbol of the Velvet Proctor, a gold-and-violet griffon rampant bearing a crown and clutching a thick key in one claw.

GENERAL
Race: Human, Gender: Male, Classes: Divine Bard (1st), Alignment: Chaotic Good

Age: 18, Height: 6' 2", Weight: 185lb, Hair: Blond with Goatee, Eyes: Blue
STR: 16, DEX: 13, CON: 14, INT: 10, WIS: 14, CHA: 14

AC & SAVES

HP: 8
AC: 17, Touch: 11, Flat Footed: 16
Fort: +2, Reflex: +3, Will: +4

COMBAT
Initiative: +1
BAB: +0
Grapple: +3
Longsword (Melee): +3 (1d8+3, 19-20/x2)
Dagger (Melee/Ranged): +3/+1 (1d4+3, 19-20/x2; Range 10)
Sling (Ranged): +1 (1d4+3, x2; Range 50)
Whip (Melee): +3 (1d3+3, x2; Range 15; trip, disarm +2, reach; non-lethal, armor negates damage)

FEATS
1st Level: Able Learner, Alertness, Medium Armor Proficiency (Shield Proficiency, Light Armor Proficiency). Proficient with all simple weapons, plus longsword, rapier, sap, shortsword, shortbow, and whip.

SKILLS
Bluff +6, Disguise +6, Knowledge (Arcana, Local, Nature, Religion) +2, Perform +6, Sense Motive +6, Spellcraft +4

(4 points in 5 skills, 2 points in each Knowledge = 28)

ACP -6

Spot +4, Listen +4 (Alertness feat + WIS)

ABILITIES
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Spells (2/day, DC 12): daze, light, mending, message

EQUIPMENT
Scale Mail armor, Heavy wooden shield, sling with 10 bullets, whip, 3 daggers (leg sheath), longsword, explorer's outfit, backpack, bedroll, crowbar, 3 pieces of chalk, flint and steel, belt pouch, sack, waterskin (total weight: 71 lbs)

Money: 13 g, 6 s, 7 c

Carrying Capacity:
Light: 0-76
Medium: 77-153
Heavy: 154-230


EXPERIENCE POINTS
105 150
 
Last edited:

Megan Voss

First Post
Hera Character Sheet

[sblock=Hera]
Name: Hera
Class: Paladin
Race: Human
Size: M
Gender: F
Alignment: LG
Deity: LG, Church of Limberrie

Str: 16 +3 (10p.)
Dex: 13 +1 (05p.)
Con: 14 +2 (06p.)
Int: 10 +0 (02p.)
Wis: 14 +2 (06p.)
Cha: 14 +2 (06p.)

Level: 1
HP: 12 (1d10+2)
BAB: +1
Grapple: +4
Speed: 30'
Init: +5

XP: -
ACP: -1
Dmg Red: 0/0
Spell Res: 0
Spell Save: -
Spell Fail: -

Base Armor Shld Dex DB Nat Misc Total
Armor: 10 +3 +0 +1 +0 +0 +0 14
Touch: 11 Flatfooted: 13

Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +1 +1
Will: 0 +2 +2

Weapon Attack Damage Critical
Greatsword +4 2d6+4 19/x2


Languages: Common

Special: Aura, Detect Evil, Smite (1/day),
Feats: Impv Initiative, Power Attack, Athletic, Martial W Prof, Heavy A Prof, Shields Prof,

Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc ACP Total
Diplo 4 +2 -0 -0 +6
Swim 2 +3 +2 -2 +5
Climb 2 +3 +2 -1 +6
Jump 2 +3 -0 -1 +4
Ride 2 +1 -0 -0 +3

Equipment: Cost Weight
Studded Leather 25gp 20lb
Greatsword 50gp 8lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Waterskin 1gp 4lb
x2 Beltpouch 2gp 1lb
Travelers clothes


Total Weight:40lb Money: 69gp 9sp 0cp

Lgt Med Hvy Lift Push
Max Weight: 76 153 230 230 460

Description:
Age: late 20's
Height: about 2 meters
Weight: -
Eyes: brown
Hair: brown
Skin: white

Background:

Hera was born the daughter to a hardworking landowner. Born with a cosmetic scar across her back and right leg, she was quickly shunned by her loveless mother as a child of 'bad luck' and a 'undesirable heir'. At a desperately young age she was given to a local Chantry to serve as a temple maiden. She grew in age as well as in her duties within the church. Sadly, Hera grew distant from her biological family, blaming them for abadonment and sadness as a child. This agrivated perspective on life quickly grew into a pious vengence for evil-doer's everywhere. And it brought with it a clash of adolesent emotions as well. Emotions ranging from anger to discontent, and even a lust for battle. The church attemptied to curb her desires for adventure by fostering an environment of charity. Letting her roam free of the local district to do acts of good abroad. This lead to great embarressment as Hera quickly sought out sword-trainers, armor-smiths, and dangerous questing oppurtunites. Eager to cast off this growing embarressment from the Church, Hera was encouraged to leave early and pursue the life of a self-made Paladin. Like her parents before her, the Church deemed this scarred girl, 'A beautiful charm of bad luck'. Armed with the dwindling support of the Church, the blooming love of her God, and a brooding hatred for her heritage, Hera seeks a life elsewhere.

HeraPic.jpg

[/sblock]
 
Last edited:


Sugar_Silk

First Post
Darling Advancement

[sblock=Level 2]
Class: Bard 2
BAB: No change (per house rules)
Hp: 1
Fort Save: +0
Will save: +3
Ref save: +3
Skills: +1 to Bluff, +1 to Decipher Script, +1 to Diplomacy, +1 to Know (Hist.), +5 to Know (Noble), +1 to Sense Motive, +1 to Tumble

Spells:
Level 0 Lullaby learned
Level 1 Charm Person learned
Level 1 Hypnotism learned
[/sblock]
 
Last edited:

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