Age of Worms - Character Spot





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  1. #1
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    Magsman (Lvl 14)

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    Age of Worms - Character Spot

    Well I have been looking around at a few things. Did anyone know there is an Age of Worms wiki, LOL soon they will have wiki'ed everything in the universe.

    Also I found a cool free pdf called Age of Worms Overload, extras they couldn"t fit into the mags. And I found a guy who was starting a game and I copy pasted his info on Diamond Lake for all of you. And I fond a map. Just so you can have some names and such for backgrounds. Since I should be in bed and getting ready for work I will make this short.

    Going to repost the character gene rules here, and the next few posts are for NPC's and Places.

    Two things I need from all of you.

    1- Please use the character sheet below: I know it's big, I know it's a hassel. But it is easy to check things and then mark off which areas I have finished. Anyone want to help check charaters please feel free.

    2- Please post (and I would guess rather quickly) twice in this thread. The first post you should just quote this post and get rid of all the extra stuff but keep the character sheet. The second and I hope right next to the first will be for advancement, HP rolls, notes and other things. This is a 1st - 20th lvl adventure so it should keep us busy the next 8-10 years.

    Character Gene:
    Ability Scores: 25 pt buy as this will be an adventure of Epic proportions.
    Race: Core only
    Class: Core and APG only
    Skills and Feats: Normal rules - Core and APG only
    HP: Max at every level.
    Traits: Pick two from APG only
    Buy Equipment: Roll for starting money (ok I couldn't resist throwing one curve ball.)
    Details: Normal

    Will use all rules from Core and APG including new favored class options and alternate class features, etc. I will be using Hero Points so each character starts out with one.

    Dieties will be from the 3.5 PHB and with some help I will convert them to fit Pathfinder rules where needed. (hmm a spot for this then)

    Character Sheet:

    Characters Name

    Game Info

    Race:
    Class:
    Level: 1
    Experience: 0
    Hero Points:
    Alignment:
    Languages: Common
    Deity:

    Abilities

    STR:
    DEX:
    CON:
    INT:
    WIS:
    CHA:

    Combat

    HP: 00 = [1d?? + 0] + 0 (favored class bonus)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
    AC Touch: 00 = 10 + 0 (DEX)
    AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
    INIT: +0 = +0 (DEX)
    BAB: +0 = +0 (list class)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
    Fort: +0 = +0 (base) + 0 (stat)
    Reflex: +0 = +0 (base) + 0 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Speed:
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    EXAMPLE:
    Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2

    Racial Traits

    ...

    Class Features

    ...

    Feats & Traits

    Feats:
    1st lvl -
    3rd lvl -

    Traits:
    a)
    b)

    Skills

    Skill Points:
    Max Ranks:
    ACP:

    Skill List:
    Acrobatics +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Climb +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Escape Artist +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Fly +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Intimidate +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc] +0 [ACP]
    Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nobility) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Religion) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Stealth +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Survival +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Swim +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
    Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]


    Equipment

    Code:
    Equipment                    Cost  Weight
    Treasure: gp, sp, cp Gems:
    Total weight carried:
    Maximum weight possible:

    Details

    Size:
    Gender:
    Age:
    Height:
    Weight:
    Hair Color:
    Eye Color:
    Skin Color:
    Apperance:
    Deamenaor:

    Background
    ....


    LINKS:
    Last edited by HolyMan; Friday, 9th November, 2012 at 03:18 AM.
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  • #2
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    Magsman (Lvl 14)

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    Deities

    Code:
    Deity               AL  Domains                                    Favored Weapon
    Heironeous          LG  Good,Law,War,Liberation,Nobility           longsword
    Moradin             LG  Earth,Good,Law,Protection,Artifice         warhammer
    Yondalla            LG  Good,Law,Protection,Community,Weather      short sword
    Ehlonna             NG  Animal,Good,Plant,Sun,Community            longbow
     
    Garl Glittergold    NG  Good,Protection,Trickery,Charm,Liberation  sword cane
    Corellon Larethian  CG  Chaos,Good,Protection,War,Nobility         curved blade
    Kord                CG  Chaos,Good,Luck,Strength,Glory             greatsword
    Pelor               NG  Good,Healing,Sun,Glory,Repose              battle 
                                                                        aspergillum
     
    Wee Jas             LN  Death,Law,Magic,Repose,Rune                light mace
    St. Cuthbert        LN  Destruction,Law,Protection,Strength,Glory  heavy mace
    Boccob              N   Knowledge,Magic,Trickery,Artifice,Rune     quarterstaff
    Fharlanghn          N   Luck,Protection,Travel,Charm,Liberation    sling staff
    Obad-Hai            N   Air,Animal,Earth,Fire,Plant,Water,Weather  club
    Olidammara          CN  Chaos,Luck,Trickery,Darkness,Charm         starknife
    Hextor              LE  Destruction,Evil,Law,War,Nobility          flail
    Nerull              NE  Death,Evil,Trickery,Destruction,Rune       scythe
    Vecna               NE  Evil,Knowledge,Magic,Darkness,Artifice     dagger
    Erythnul            CE  Chaos,Evil,Trickery,Destruction,Madness    morningstar
    Gruumsh             CE  Chaos,Evil,Strength,War,Nobility           great axe

    Note
    In greyhawk there are alot of other deities in the world these represent only the most common you may worship another, all you need do is let me know.
    Last edited by HolyMan; Wednesday, 20th October, 2010 at 05:51 AM. Reason: Deities
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  • #3
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    Magsman (Lvl 14)

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    Locations

    Diamond Lake

    The lively mountain village of Diamond Lake is a muddy smudge on the map of thehills east (3 days by horseback) of the fabulous Free City to which it is subject. Most of Diamond Lake’s inhabitants are miners and laborers; serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with alehouses and brothels. Overall, the village is a sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands on the lakeside opposite the village are rife with ancient tombs that for centuries have named them the Cairn Hills.

    Diamond Lake (small town)
    • Population: 1000
    • Alignment: N
    • Limit: 1000 gp
    • Assets: 40,000 gp
    • Isolated (96% humans, 2% halflings, 1% gnomes, and 1% other races)
    • Authority Figures: Governor-Mayor Lanod Neff, Sheriff Cubbin, Garrison Commander Tolliver Trask.
    • Mine Managers: Balabar Smenk, Chaum Gansworth, Ellival Moonmeadow, Gelch Tilgast, Luzane Parrin, Ragnolin Dourstone.

    Nearby Locations:

    Blackwall Keep: Blackwall Keep is a small, stockade fortification with a single tower hosting some 40 militiamen. Patrols going through the Mistmarsh often assemble here. Though this keep technically is not located in the Cairn Hills, it is under the command of the Commander of the Cairn Hills. The road to Blackwall Keep is not particularly safe. Bandits and hostile humanoids are the primary threats.

    The Bronzewood Lodge: The ring of crumbling menhirs on the bluff overlooking Diamond Lake is a remnant of the Old Faith, the Flannae druidic culture that once inhabited the region. They too came to the hills for the ancient cairns, seeing them as monuments to great ancestors of the invisible past. Although Suel and Oeridians displaced the native druids during great migrations over a thousand years ago, pockets of indigenous architecture and culture remain. Foremost among these near forgotten practices is the veneration of Obad-Hai, the Shalm, the brooding patron of wilderness and natural order.

    The Cairn Hills: A few hundred years ago, intrepid explorers discovered a fantastic cache of priceless artifacts entombed in one of the hundreds of ancient burial complexes hewn into the crags surrounding the city of Greyhawk. The trove attracted legions of treasure-seekers to the Free City (then a mere trading post), and unbelievable wealth plundered from the tombs. The wealthiest explorers became the city’s first nobility, and Greyhawk quickly became associated with easy wealth and fabulous archeological artifacts from long-dead civilizations that appeared to predate the emergence of gnomes and dwarves in the region. But the wealth didn’t always come easy, as many of the forlorn tombs provided deadly surprises in the form of bound demon guardians, relentless constructs, and ingenious magical wards and traps. The hilly lands surrounding the city became known as the Cairn Hills, and the hunt for lost treasure became an important part of the region’s cultural heritage. But the treasure didn’t last forever. Eventually, the cairns dried out, and unplundered tombs became more and more difficult to locate.

    The Twilight Monastery: About two hours north of Diamond Lake, a towering crag called the Griffon’s Roost casts a dark shadow over the muddy road to Elmshire. From a perch hundreds of feet above looms the cat-infested Twilight Monastery, a three-towered monument to Baklunish monks out of the distant west. Two score monks honoring the goddess Xan Yae dwell with the monastery, dedicating themselves to a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens.

    Attached Thumbnails Attached Thumbnails Diamond+Lake+Map.jpg  
    Last edited by HolyMan; Saturday, 16th October, 2010 at 08:15 AM.
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  • #4
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    Magsman (Lvl 14)

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    LOOT:

    Whispering Cairn
    stashed gear:
    2 flasks Acid
    2 flasks Alchemist's fire - used
    10 flasks of oil
    hooded lantern
    2 flint and steel
    8 torches
    2 hemp ropes 50'
    rations 10 days
    climber's kit

    Statue room:
    silver ring = unappraised

    Hive room:
    potions: cure light wounds (d8+1) x3
    20sp
    10gp
    pearl of power (lvl 1)

    drowned body
    short sword - magical unidentified
    Last edited by HolyMan; Friday, 9th November, 2012 at 03:20 AM.
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  • #5
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    Minor Trickster (Lvl 4)

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    Karissa the river witch

    Game Info

    Race: Half-orc
    Class: Wizard (water elementalist)
    Level: 1
    Hero Points: 1
    Alignment: Neutral
    Languages: Common, Orc, Abyssal, Draconic, Goblin, Giant, Gnoll, Aquan
    Deity: Obad Hai

    Abilities

    STR: 14
    DEX: 14
    CON: 12
    INT: 20 (+2 racial)
    WIS: 10
    CHA: 7

    Combat

    HP: 8 = [1d6 + 1] + 1 (favored class bonus)
    AC: 12 = 10 + 0 (armor) + 0 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +0 = +0 (Wizard)
    CMB: +2 = +2 (STR) + 0 (BAB)
    CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (CON)
    Reflex: +2 = +0 (base) + 2 (DEX)
    Will: +2 = +2 (base) + 0 (WIS)
    Speed: 30'
    Damage Reduction: 0/-
    Spell Resistance: 0

    Weapon Stats

    Greataxe(melee): +3 = +0 (BAB) + 2 (STR) + 1 (MW)/ DMG = 1d12+3(STR), CRIT x3
    Dagger(melee): +2 = +0 (BAB) + 2 (STR) + 0 (misc)/ DMG = 1d4+3 (+2 STR, +1 Trait), CRIT 19-20x2
    Dagger(thrown): +2 = +0 (BAB) + 2 (DEX) + 0 (misc)/ DMG = 1d4+3 (+2 STR, +1 Trait), CRIT 19-20x2/range increment 10'

    Racial Traits

    Ability adjustments: +2 INT
    Medium size
    Speed: 30'
    Darkvision: 60'
    Intimidating: +2 to intimidate
    Orc blood: Counts as both human and orc for effects related to race.
    Orc ferocity: When caught below 0 HP but not killed, counts as disabled for one round. 1/day
    Weapon familiarity: Proficient with falchion and greataxe.

    Class Features

    Bonded object (greataxe): Cast any spell from spell book without using a spell slot or having it prepared. 1/day
    Water supremacy: +2 to swim, can hold breath for 48 rounds before starting to drown.
    Cold blast: All within 5' take 1d6 cold damage and is staggered. DC 15 reflex to take half damage and avoid stagger. 8/day

    Spells known:
    Lvl 0 (DC: 15):
    All

    Lvl 1 (DC: 16):
    Mage armor
    Hydraulic push
    Touch of the sea
    Magic missile
    Magic weapon
    Endure elements
    Protection from evil
    Sleep

    Spells per day:
    Lvl 0: 3
    Lvl 1: 4 (1 + 2 (bonus) +1 (specialist))

    Feats & Traits

    Proficiencies: Club, dagger, heavy crossbow, light crossbow, quarterstaff, falchion & greataxe. No armor or shields.

    Feats:
    Scribe scroll
    Arcane strike

    Traits:
    Poverty stricken: +1 to survival, survival is class skill.
    River rat: +1 to swim, swim is class skill. +1 damage with daggers.

    Skills

    Skill Ranks: 7
    Max Ranks: 1 ACP: 0

    Skills:
    Linguistics +9 (1 rank, +5 int, +3CS)
    Know: Arcana + 9 (1 rank, +5 INT, +3 CS)
    Know: Local + 9 (1 rank, +5 INT, +3 CS)
    Know: Nature +9 (1 rank, +5 INT, +3 CS)
    Spellcraft +9 (1 rank, +5 INT, +3CS)
    Survival +5 (1 rank, +0 WIS, +3 CS, +1 trait)
    Swim +9 (1 rank, +2 STR, +3 CS, +1 trait, +2 class feature)

    Equipment

    Code:
    Equipment                    Cost  Weight
    Peasants outfit                -     0lb
    Cataract (Greataxe)            -    12lb
    Dagger                        2gp    1lb
    Hemp rope                     1gp   10lb
    Spellbook                      -     3lb
    Component pouch               5gp    2lb
    Scroll case                   1gp  0.5lb
       Protection From evil      25gp     -
       3x blank parchment         6sp     -
    Vial of ink                   8gp     -
    Inkpen                        1sp     -
    Flint & steel                 1gp     -
    Wooden symbol of Obad-Hai     1gp     -     
    
    Treasure: 0 pp, 25 gp, 3 sp, 0 cp
    Maximum weight possible: Light 58lb., medium 116lb., heavy 175lb.
    Weight carried: 28.5lb (light load)

    Details

    Size: Medium
    Gender: Female
    Age: 19
    Height: 5'6"
    Weight: 181lb.
    Hair Color: Black
    Eye Color: Green
    Skin Color: Yellowish

    Apperance: Karissa looks close to human, with certain tell tale signs of her orcish heritage. She has yellowish skin, slightly pointed ears and tusks protruding out of the corners of her mouth. She wears simple clothing like loose robes and sandals, and likes to show off her myriads of scars and tattoos. In addition to her spellbook, component pouch and scroll case, she carries a huge axe on her back.

    Demeanor: Despite being schooled in arcane magic, Karissa retains much of her orcish heritage. She knows much, but talks little, and often behaves brutish by civilized standards. She rarely acts irrationally, but is quick to anger.

    Background

    Karissas mother was a prostitute from Diamond Lake, with two other children from separate fathers. The family had little money, and from they were very little the children were set to work to help feed the family. Karissa liked to go into the wild to gather food, hunt for birds and fish in the great lake. She had to endure much mockery from other children, and often got home with bruises and black eyes. She had no friends except for her siblings, and liked to spend her free time alone in the woods, or swimming in the polluted water of the lake.

    Her big sister begged on the streets, and was robbed and killed when Karissa was 7. Her brother got accepted as a blacksmiths apprentice when she was 9, leaving Karissa the only child left. When she was 11, her mother sent her to the Free City to try and become a wizards apprentice. Her potential mentor was an old eccentric mage named Chanderlan, and despite missing both legs and an eye he saw past her race, social standing and hopeless upbringing. She got accepted and spent several years learning and tending to the broken old mans needs. The rare times she got an afternoon off, she still liked to go out of the city to enjoy the peace of the wilderness.

    At the age of eighteen, Karissa had finished her apprenticeship, and Chanderlan let her out in the world and found himself a new apprentice. She traveled back to Diamond Lake to reconnect with her family. Her brother had become a full fledged blacksmith, and had moved with his new wife and his mother into a nice neighborhood. She was glad that all was well but uninterrested in joining their idyllic little life, and traveled up in the mountains by herself. Finding kindred spirits at the Bronzewood Lodge, Karissa settled in the area to start a life closer to nature.
    Last edited by Lughart; Thursday, 28th October, 2010 at 07:39 AM.
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  • #6
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    Minor Trickster (Lvl 4)

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    Karissas tracking post

    FC bonus
    Lvl 1: +1 HP

    magic
    Prepared spells:
    Lvl 0:
    Detect magic
    Read magic
    Disrupt undead

    Lvl 1:
    Hydraulic push
    Magic missile
    Mage armor
    Magic weapon

    Scrolls:
    Protection from evil

    gear & treasure
    No valuables.
    Last edited by Lughart; Thursday, 28th October, 2010 at 07:41 AM.
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  • #7
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    Cutpurse (Lvl 5)



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    Karolus Hankel - Human Fighter

    Character Sheet:

    Karolus Hankel

    Game Info

    Race:Human
    Class:Fightrer
    Level: 1
    Hero Points:1
    Alignment:NG
    Languages: Common
    Deity:

    Abilities

    STR:18
    DEX:14
    CON:16
    INT:10
    WIS:10
    CHA:10

    Combat

    HP: 14 = [1d10 + 3] + 1 (favored class bonus)
    AC: 18 = 10 + 5 (armor) + 0 (shield) + 2 (DEX) +1 (Dodge),
    AC Touch: 13 = 10 + 2 (DEX) +1 (Dodge)
    AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +1 = +1 (Fighter)
    CMB: +5 = +4 (STR) + 1 (BAB)
    CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB) (PCGen said 18, but I can't see why!)
    Fort: +5 = +2 (base) + 3 (stat)
    Reflex: +2 = +0 (base) + 2 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Speed: 20'
    Damage Reduction:
    Spell Resistance:




    Equiptment


    Equipment Cost Weight
    Crowbar 2 5
    Flint & Steel 1 0
    Greatclub 5 8
    Greatsword 50 8
    Crossbow 50 8
    Bolts x 30 3 3
    Rations x10 5 10
    Torch x5 .05 5
    Scale Mail 50 30
    Cold Weather cloths - 7
    backpack 2 2
    waterskin 1 4
    signal whistle 0.8 -
    bedroll 0.1 5
    manacles 15 2

    Total weight carried: 90
    Maximum weight possible: Light 100, Medium 200, Heavy 300


    Weapon Stats


    Greatsword(melee): +6 = +1 (BAB) + 4 (STR) + 1 (feat)/ DMG = 2d6+6(S), CRIT 19-20x2 (Default weapon)
    Greatclub(melee): +5 = +1 (BAB) + 4 (STR) / DMG = 1d10+6(S), CRIT 20x2 (backup weapon)
    Heavy Crossbow(ranged): +3 = +1 (BAB) + 2 (DEX) / DMG = 1d10, CRIT 19-20x2, Range: 120' (backup weapon)
    Greatsword(PA): +5 = +1 (BAB) + 4 (STR) + 1 (feat) - 1 (feat)/ DMG = 2d6+9(S), CRIT 19-20x2 (Default weapon)
    Greatclub(PA): +4 = +1 (BAB) + 4 (STR) - 1 (feat)/ DMG = 1d10+9(S), CRIT 20x2 (backup weapon)

    Racial Traits

    +2 to one Ability (Chose STR)
    Bonus Feat at 1st
    Bonus skill rank per level
    ...

    Class Features

    Fighter weapon and armour proficiency
    Bonus feat at every even level

    ...

    Feats

    Dodge
    Power Attack
    Weapon Focus - Great Sword

    ...


    Traits

    Anatomist: +1 to crit confirmations
    Armour Expert: -1 to armour penalties


    Skills

    Skill Ranks: 3
    Max Ranks: 1 ACP: -3
    Skills:


    Skill List:
    Acrobatics -1= +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Climb +5 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -3 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise 0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Escape Artist -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Fly -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Intimidate +4 = +1 [ranks] +3 [class skill] +0 [CHA] +0 [misc] +0 [ACP]
    Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nobility) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Religion) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Stealth -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Survival +4 = +1 [ranks] +3 [class skill] +0 [WIS] +0 [misc]
    Swim +1 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -3 [ACP]
    Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]



    Details

    Size:M
    Gender:M
    Age:20
    Height:77'
    Weight:270lbs
    Hair Color:Red
    Eye Color:Green
    Skin Color:Fair
    Apperance: Big, strong, happy.
    Demeanor:Cheerful, Overeager

    Background


    The Hankels have served in the town watch for generations, back to the founding of Diamond lake, some family legends say. Certainly Karolus' father and both his grand fathers were watchmen, serving with distinction. Karolus too went into the watch, but he found his attention span was too short for guard duty; his mouth was too smart to fit into the militia units that defended the town from the outside; and he just wasn't smart or intuitive enough to cut it as a detective.

    He failed so spectacularly that his family was almost as relieved as disappointed by his failure to progress in the various branches of the guard. Taking his weapon skill (one aspect of guard life that truly resonated with him) he set up as a sword tutor, teaching various noble boys and one very determined wizardess how to wield their weapons.

    Tiring of the foppish students, he closed his "school" - in reality a clearing near the outskirts of town and took to adventuring.



    double roll because enworld is responding badly - I'll take first, lower value 110 gp, correction from HM, 240 was first roll! Riches for me!
    Last edited by rb780nm; Friday, 29th October, 2010 at 12:10 AM.

  • #8
    Registered User
    Cutpurse (Lvl 5)



    Join Date
    Jun 2010
    Location
    Sydney, Australia, Australia
    Posts
    794
    Reviews
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    Ignore rb780nm

    Karolus Hankel - Human Fighter - Tracking

    FC Bonus

    1st lvl: +1 HP

    Treasure and Equiptment

    Current wealth-
    GP:60
    SP:30
    CP:5
    PP:
    Gems:

    + 240gp : Starting
    - 176.95gp : Spent
    ----------------------
    63.05 gp



    [/QUOTE]
    Last edited by rb780nm; Friday, 29th October, 2010 at 12:09 AM.

  • #9
    Character Sheet:

    Julian "Jules" Drostra

    Game Info

    Race:Human
    Class:Rogue
    Level: 1
    Experience: 0
    Hero Points:
    Alignment: CN
    Languages: Common, Elvish, Orc
    Deity:Gold

    Abilities

    STR:14
    DEX:18
    CON:12
    INT:14
    WIS:8
    CHA:14

    Combat

    HP: 10 = [1d8 + 1] + 1 (favored class bonus)
    AC: 19 = 10 + 4 (armor) + 1 (feat) + 4 (DEX),
    AC Touch: 14 = 10 + 4 (DEX)
    AC Flatfooted: 15 = 10 + 4 (armor) + 1 (shield)
    INIT: +6 = +4 (DEX) + 2 (trait)
    BAB: +0 = +0 (list class)
    CMB: +2 = +2 (STR) + 0 (BAB)
    CMD: 16 = 10 + 2 (STR) + 4 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (stat)
    Reflex: +6 = +2 (base) + 4 (stat)
    Will: -1 = +0 (base) - 1 (stat)
    Speed: 30 ft.
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    EXAMPLE:
    Rapier(melee): +2 = +0 (BAB) + 2 (STR) + 0 (feat)/ DMG = 1d6+2(P), CRIT 18-20x2
    Rapier(TWF): +0 = +0 (BAB) + 2 (STR) - 2 (TWF)/ DMG = 1d6+2(P), CRIT 18-20x2
    Shortsword(TWF): +0 = +0 (BAB) + 2 (STR) - 2 (TWF)/ DMG = 1d6+1(P/S), CRIT 19-20x2
    Dagger(Ranged): +4 = +0 (BAB) + 4 (DEX) + 0 (feat)/ DMG = 1d4+2(P), CRIT 19-20x2
    Dagger(melee): +2 = +0 (BAB) + 2 (STR) + 0 (feat)/ DMG = 1d4+2(P), CRIT 19-20x2
    Light Crossbow: +4 = +0 (BAB) + 4 (DEX) + 0 (feat)/ DMG = 1d8(P), CRIT 19-20x2, Range 80'

    Racial Traits

    Favored Class: Rogue
    +2 to One Ability Score (DEX): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Humans have a base speed of 30 feet.
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Background Traits: Reactionary (+2 Init) & Bully (+1 Intimidate & it's always a class skill)

    Class Features

    Sneak Attack: +1d6
    Trapfinding: +1 to Perception to find traps and Disable Device
    ...

    Feats

    Two-Weapon Fighting - Human Bonus
    Two-Weapon Defense - 1st

    Prof with all simple weapons - Rogue
    Prof with hand crossbow, rapier, sap, short bow, and short sword - Rogue
    Armor Prof(light) - Rogue

    Skills

    Skill Ranks:11
    Max Ranks: 1 ACP: -2
    Skills:
    Acrobatics: +6
    Bluff: +6
    Climb: +4
    Diplomacy: +6
    Disable Device: +7
    Intimidate: +7
    Perception: +3 (+4 vs. Traps)
    Sense Motive: +3
    Sleight of Hand: +6
    Stealth: +6
    UMD: +6

    Equipment

    Code:
    Equipment                    Cost  Weight
    Rapier                          20      2
    Shortsword                   10      2
    Dagger (3)                     6      3
    Light Crossbow              35      4
    10 bolts                         1      1
    Chain Shirt                   100     25
    Explorer's Outfit              0       0
    Flask                            3cp    1.5
    Flint & Steel                  1        -
    Belt Pouch                    1        0.5
    Trail Rations (5)             5     1
    Sunrod                          2       1
    Thieves Tool                 30       1
    Waterskin                      1       4
    Silk Rope                      10       5
    Treasure: 4gp, 4sp, 7cp Gems:
    Total weight carried: 55 lbs
    Maximum weight possible:175


    Details

    Size: Medium
    Gender: Male
    Age: 28
    Height: 6'2"
    Weight: 160 lbs
    Hair Color: Black
    Eye Color: Brown
    Skin Color: White
    Appearance: (see below image)
    Demeanor: Sour, bully, bitter at his situation of being stuck in Diamond Lake.

    Background
    Julian "Jules" Drostra was born in Diamond Lake, his father one of the many miners in town, a hopeless drunk who squandered his meager earnings at one distraction or another, his most common stop was The Feral Dog. It was here that his father, Jarred, escaped their squalid existence. During one of the monthly dog fights, his father was far too inebriated and ended up in the dog pits. The man didn't stand a chance, and the mutts tore him to pieces. His fathers remains laying in a festering garbage pit behind the bar although Julian never knew what happened to him, just that he didn't return home one night. He was only 11 at the time, but was tall even then, however, he was also quite lanky, much like he is today. Julian turned his anger about his father's death outwards, blaming the woes his family suffered, including his mother turning to the church of St. Cuthbert and their self-flagellation, on others. He quickly grew a reputation as a bully, his beatings on other children made him feared by the young adolescents of the town. His quick hands, sharp mind, and ruthlessness made him a prime pick for Balabar Smenk when the man rolled into town 10 years ago and was looking to make a name for himself. Someone needed to be his eyes and ears around town, and with little options besides "the pits" (as Jules called the mines) he signed the deal with that devil. Julian barely escaped that relationship with his life, and only after years of indenture to the man. However, its said that Balabar doesn't forget those who crossed him and after a few run-ins with the half-orc Kullen, Julian has realized that his time is likely running out. Now he has squandered his own earnings at the very place that consumed his father and routinely can be found at least partially intoxicated in The Feral Dog, waiting for the end to come...


    Image

    Last edited by renau1g; Thursday, 28th October, 2010 at 01:35 AM. Reason: changing clothes and selling a dagger

  • #10

    Tracking

    FC Bonus

    1st lvl: +1 HP

    Treasure

    Current wealth-
    GP:2
    SP:4
    CP:7
    PP:
    Gems:

    Starting Gold = 220gp
    Spent = 221.5gp

    Last edited by renau1g; Thursday, 28th October, 2010 at 01:32 AM.

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