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Thread: RG for Music-Inspired Insanity
Saturday, 10th October, 2009, 02:00 AM #1
Thaumaturgist (Lvl 9)
RG for Music-Inspired Insanity
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Saturday, 10th October, 2009, 02:15 AM #2
Gallant (Lvl 3)
Appearance: Shavallah Touranisha was a wild-looking Duskling. Her natural beauty was somewhat tarnished by her unkempt habits, her hair thrown back carelessly. Violet eyes studied the environment assessing it for proper hiding locations for hunting, or escape routes. Her dress was rather plain, if perhaps considered inappropriate for proper cultures, too simple and revealing just a bit too much, though nothing truly was exposed. A light chain shirt garbed her form atop this, protecting her torso.Code:Name: Shavallah Touranisha Class: Totemist Race: Duskling Type: Fey Subtype: Incarnum, Extraplanar Size: Medium Gender: Female Alignment: Neutral (Undecided) Deity: None Str: 16 +3 (10p.) Level: 3 XP: 3,000 Dex: 16 +3 (10p.) BAB: +2 HP: 36 (3d8+12) Con: 18 +4 (10p.) Grapple: +5 Dmg Red: N/A Int: 10 +0 (04p.) Speed: 30' Spell Res: N/A Wis: 10 +0 (02p.) Init: +3 Spell Save: N/A Cha: 08 -1 (00p.) ACP: -2 Spell Fail: N/A Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +3 +0 +0 +X 17 Touch: 13 Flatfooted: 14 Base Mod Misc Total Fort: 3 +4 +7 Ref: 3 +3 +6 Will: 1 +0 +1 Weapon Attack Damage Critical Masterwork Spear +6 1d8+4 20-20x3 Manticore spines +5 1d6+1 20-20x2 XXXX +X XdXX+X XX-XXxX XXXX +X XdXX+X XX-XXxX Languages: Common, Sylvan Abilities: Duskling +2 Constitution, -2 Intelligence: The duskling race's innate connection to incarnum grants them extraordinary health. Dusklings disdain strict education and learning, though no one is certain whether this is a cause or result of their slightly diminished reasoning capacity. Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. (See Essentia, page 50, for information about investing essentia.) This enhancement bonus applies only when the duskling is wearing light or no armor and carrying no more than a light load. Fey (Extraplanar): As fey, dusklings are immune to effects that specifically target humanoids, such as the charm person spell. As natives of an Outer Plane, dusklings have the extraplanar subtype while they are on the Material Plane (or any other plane besides the dusklings' home plane). This makes them vulnerable to certain effects that might force them back to their home plane. See the Duskling Planar Heritage sidebar for more details. Fey (Incarnum): Dusklings are fey with the incarnum subtype (see page 169). Low-Light Vision: Dusklings can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia. Automatic Languages: Common and Sylvan. Bonus Languages: Elf, Gnoll, Gnome, Goblin, and Halfling. Favored Class: Totemist. Totemist Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's Handbook. You gain a +4 bonus on wild empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks. Meldshaping: A totemist's primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list (page 58). You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the bestial spirits of nature. The Difficulty Class for a saving throw against a Totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level. A totemist can shape only a certain number of soulmelds per day. Totem Chakra Bind Totem's Protection: +4 bonus on saving throws against supernatural abilities of Magical Beasts. Illiteracy Feats: Point Blank Shot(level 1) Precise Shot (Level 3) Meldshaping: Can shape 3 melds Essentia: 3 Commonly Shaped Soulmelds: Manticore Belt(Totem) Totem Avatar(Unbound) Rageclaws(Unbound) Skill Points: 24 Max Ranks: 6/3 Skills Ranks Mod Misc Total Spot 6 +0 +6 Listen 6 +0 +6 Knowledge: Nature 5 +0 +2 Ride 2 +3 +5 Survival 5 +2 +7 Equipment: Cost Weight Masterwork spear 302gp 06lb Chain Shirt 100gp 25lb Club --gp 03lb CLW Potion (X3) 150gp 00lb Remove Fear Potion(x3) 150gp 00lb Shillelagh oil(x3) 150gp 00lb Magic Fang Potion(x3) 150gp 00lb Total Weight:68lb Money: 1,698gp XXsp XXcp Light Medium Heavy Lift Push Max Weight: 76 77-153 154-230 460 1,150 Age: 24 Height: 5'04" Weight: 120lb Eyes: Violet Hair: Black Skin: Lightly tanned
Shavallah could not remember much of anything from her home plane. They had traveled on years ago, the girl adapting to the wilds of wherever they roamed. However, once on the material plane, she had become lost and missed when the family moved on, being stuck. Rather than bemoan her loss, she focused on survival, pushing her emotions beneath as she hunted and worked for survival, channeling her frustration along with the spirits of the greats beasts to assist her. As time wore on, she occasionally sold the pelts of her prey to collectors for supplies. After a time, she had accumulated enough money that she felt perhaps she should investigate a new 'hunting' ground... the city.
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Saturday, 10th October, 2009, 05:40 AM #3
Waghalter (Lvl 7)
Last edited by Vertexx69; Friday, 27th November, 2009 at 03:24 PM.
Remember that every facet of our lives tries to become all consuming if we don't watch it. We need creative outlets like gaming to keep the trudge of daily life from grinding our souls into dust...
Saturday, 10th October, 2009, 09:13 AM #4
Appearance: At first glance he looks like any other dwarf. However on closer examination there are a few things out of place. The first and most glaring is that ,instead of the thick beard that is so symbolic of his race, his mouth is wrapped in a neatly trimmed moustache and goatee. And, equally odd, for a dwarf, that mouth is usually smiling or laughing. His cheeks and nose have a ruddy complection (brought about by his love for drink and lots of it).
His armour and shield appear typical for a dwarf even if the body seems rather portly. But his choice of weapon may seem a bit peculiar. A club of polished darkwood with three metal bands at the business end rests on his shoulder or near at hand. Where the beard should rest on his chest sits the holy symbol of Olidammara.
Background: Brother James has always been odd. His jovial nature and love of pranks were a constant irritation to those around him. So much so that his given name among his people is Gnome-blood. While this would lead one to believe he was cast out by his clan, the opposite is true. He loved nothing better than tormenting the dour, stoic dwarves. Eventually his behavior came to the attention of the clan's leadership. All attempts at discipline failed. In fact, they simply provoked even more disruptive behavior. He was banished, and according to dwarven custom he was unnamed.
He set out from his home and, in truth, he was not too sad to go. It wasn't long before he found himself in a tavern, mug in hand. A particularly jolly fellow was keeping the ale flowing. It seemed his particular mission to keep the drink flowing and do away with everyone's cares. For once in his life James drank only moderately. He was fascinated by this man, and followed him when he departed in the early morning as all of the other revellers lay slumbering. James came upon the man counting coin by a fire. The man was not in the least defensive as he explained he'd lifted the coin from the very folk he was buying drinks. For that was the gift of Olidammara and the man was his priest. That night he hadn't made a single copper. In fact he was short several gold pieces. But that wasn't Olidammara's message. And that morning the god of wine and rogues had found a new disciple. One with no skill for picking pockets or locks. But a love of good drink, song and revelry. The priest named him James Boffet on a whim. And since then Brother James (as he calls himself) has spread a message of drink, revelry, and chance anywhere folk are willing to listen.
(If the tangled web character sheet isn't cool I can type out the info. Just let me know.)
Last edited by Geraldo; Saturday, 10th October, 2009 at 09:18 AM.
Saturday, 10th October, 2009, 11:41 AM #5
Novice (Lvl 1)
Code:Name: Major Tom RobinsonApperance: Tom Robinson is would be considered an attractive man by most peoples standards but there are some mildly strange things about his apperance and how just being around him makes one's hair stand on end. Tom's eye's are pools of white due to him having no iris or pupil in his eyes and another strange feature is his lack of finger and toe nails. Tom's hair and beard are a pure white, a side effect from his death, and is always well kept. He is fairly short and thin which adds to his strang look. Tom usually wears a long coat but never a hat, he dosen't like to hide his face in shadow.Code:Class: Hexblade Race: Hellbred (Spirit) Size: Medium Age: 35 Height: 5'6" Weight: 150lbs Gender: Male Alignment: Chaotic Neutral Deity: Nadreich Str: 16 +3 (10p.) Level: 3 XP: 3000 Dex: 12 +1 (4p.) BAB: +3 HP: 33 (3d10+1) Con: 12 +1 (6p.) Grapple: +6 Dmg Red: -/- Int: 13 +2 (5p.) Speed: 30' Spell Res: XX Wis: 9 -1 (1p.) Init: +2 Spell Save: +X Cha: 18 +4 (10p.) ACP: -1 Spell Fail: % Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +1 +0 +0 +0 15 Touch: 11 Flatfooted: 14 Base Mod Misc Total Fort: +1 +2 X +3 Ref: +1 +1 X +2 Will: +3 +3 X +6 Weapon Attack Damage Critical (M) Longsword +7 1d8+4 19-20x2 (M) Longbow +5 1d8+2 x3 Languages: Common, Infernal, Giant, Draconic Abilities: Hexblade's Curse 1/day, Arcane Resitance, Mettle, Race: +2 Char, -2 Con, Darkvision '30, +2 Sense Motive, Devil's Favor, 30' darkvision Feats: Force of Personality, Practiced Spellcaster, Devil's Favor Skill Points: 18 Max Ranks: 6/1.5 Skills Ranks Mod Misc Total Spellcraft 4 +2 +8 Intimidate 3 +4 +2 +9 Concentration 6 +2 +8 Bluff 5 +4 +9 Disguise 0 +4 +2 +6 Sleight of Hand 0 +4 +2 +6 Equipment: Cost Weight Chain Shirt 100gp 25lb (M) Longsword 315gp 4lb (M) Longbow 400gp 3lb (100) Arrows 25gp 15lb Silk Rope 10gp 5lb Soap 5sp 1lb Waterskin 1gp 4lb Whetstone 2cp 1lb Flint and Steel 1gp N/A (5) Belt pouch 5gp 2.5lb Mirror 10gp 0.5lb (10) Rations 5gp 10lb Backpack 2gp 2lb Disguise kit 50gp 8lb Spell component pouch 5gp 2lb Holy symbol, wooden 1gp N/A Musical instrument 5gp 3lb Spellbook, (blank) 15gp 3lb Potions: Bull's Strenght 300gp Barkskin +2 300gp (4) Cure light wound 200gp Hide from animals 50gp (2) Hide from undead 50gp Total Weight:89lb Money: 764gp 4sp 8cp Lgt Med Hvy Lift Push Max Weight: 76lbs 153lbs 230lbs 230lbs 1150lbs (M)= Masterwork
"To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
“Words- so innocent and powerless are they, as standing in a dictionary; how for evil and good they become to one who knows how to combine them.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
Saturday, 10th October, 2009, 02:08 PM #6
Magsman (Lvl 14)
Code:Name: Jasperian Sunsong Class: Bard Race: Human Size: Medium Gender: Male Alignment: Neutral Good Deity: ? Str: 10 +0 Level: 3 XP: 3,000 Dex: 16 +3 BAB: +2 HP: 21 (3d6+3) Con: 11 +0 Grapple: +2 Dmg Red: none Int: 14 +2 Speed: 20' Spell Res: 0% Wis: 10 +0 Init: +3 Spell Save: 13+ spell lvl Cha: 17 +3 ACP: -3 Spell Fail: 5% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +1 +3 18 Touch: 13 Flatfooted: 15 Base Mod Misc Total Fort: 1 +0 +1 Ref: 3 +3 +6 Will: 3 +0 +3 Weapon Attack Damage Critical Range Rapier,mw +3 1d6 18-20x2 --- Dagger,mw(melee) +3 1d4 19-20x2 --- Dagger,mw(thrown) +6 1d4 19-20x2 10' Languages: Common, Elven, Halfling Abilities: Bardic Music, Bardic Knowledge(1d20+7), countersong, fascinate, inspire courage +1, Human traits, inspire competence Feats: Prof. with all simple weapons plus longsword, rapier, sap, short sword, short bow, and whip, Prof. with light armor and shields(except tower shields), Negotiator (bonus human), Toughness(lvl1), Skill Focus- Diplomacy Skill Points/lvl: 9/lvl Max Ranks: 6/3 Skill points: 54 Skills Ranks Mod Misc Total Perform(lute) 6 +3 +2 +11 Perform(singing) 6 +3 +9 Diplomacy 6 +3 +9 +18 Bluff 6 +3 +9 Sense Motive 5 +0 +2 +7 Knowledge(history) 5 +2 +7 Knowledges(all others) 2 +2 +4 Spellcraft 2 +2 +4 Equipment: Cost Weight Taveler's Outfit 0gp 0lb Chainshirt(mw) 250gp 25lb Buckler(mw) 165gp 5lb Rapier(mw) 320gp 2lb Dagger(mw) 302gp 1lb Backpack 2gp 2lb -sunrods(2) 4gp 2lb -trail rations(2days) 1gp 2lb -waterskin 1gp 4lb -sack(empty) 1sp .5lb Belt Pouch 1gp .5lb -flint&steel 1gp --- -whetstone 2cp 1lb Lute(mw) 100gp 3lb Bedroll 1sp 5lb Spell Component Pouch 5gp 2lb Magic: -potions of cure light wounds(2) 100gp 1lb -potion of levitation 300gp .5lb -dust of illusion 1,200gp .5lb Total Weight:57lb Money: 95gp 7sp 8cp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 19 Height: 5'11" Weight: 165lb Eyes: light blue Hair: blonde Skin: light
Monday, 19th October, 2009, 07:42 AM #7
Novice (Lvl 1)
Twi'Tar "Monkeyman" Alexa (Hadozee ship-name)
miscellaneous list O' junk
Thursday, 22nd October, 2009, 12:26 AM #8
Gallant (Lvl 3)
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