Age of Worms - Character Spot

HolyMan

Thy wounds are healed!
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. :p

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:

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 1
Experience: 0
Hero Points:
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=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:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl -
3rd lvl -

Traits:
a)
b)[/sblock]
[sblock=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] [/sblock]

[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Treasure: gp, sp, cp Gems:
Total weight carried:
Maximum weight possible: [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Apperance:
Deamenaor:[/sblock]
[sblock=Background].... [/sblock] [/sblock]

LINKS:
 
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HolyMan

Thy wounds are healed!
Deities

Code:
[U][B]Deity               AL  Domains                                    Favored Weapon[/B][/U]
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


[sblock=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. [/sblock]
 
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HolyMan

Thy wounds are healed!
Locations

[sblock=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.

[/sblock]
 

Attachments

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HolyMan

Thy wounds are healed!
LOOT:

[sblock=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[/sblock]
 
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Lughart

First Post
[sblock=Karissa the river witch]
[sblock=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[/sblock]
[sblock=Abilities]
STR: 14
DEX: 14
CON: 12
INT: 20 (+2 racial)
WIS: 10
CHA: 7[/sblock]
[sblock=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[/sblock]
[sblock=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'
[/sblock]
[sblock=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.[/sblock]
[sblock=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))[/sblock]
[sblock=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.
[/sblock]
[sblock=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)[/sblock]
[sblock=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)[/sblock]
[sblock=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.[/sblock]
[sblock=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.[/sblock] [/sblock]
 
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Lughart

First Post
Karissas tracking post

[sblock=FC bonus]Lvl 1: +1 HP[/sblock]
[sblock=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[/sblock]
[sblock=gear & treasure]No valuables.[/sblock]
 
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rb780nm

First Post
Karolus Hankel - Human Fighter

Character Sheet:

[sblock=Karolus Hankel]
[sblock=Game Info]
Race:Human
Class:Fightrer
Level: 1
Hero Points:1
Alignment:NG
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:18
DEX:14
CON:16
INT:10
WIS:10
CHA:10[/sblock]
[sblock=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:[/sblock]



[sblock=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
[/sblock]

[sblock=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)
[/sblock]
[sblock=Racial Traits]
+2 to one Ability (Chose STR)
Bonus Feat at 1st
Bonus skill rank per level
... [/sblock]
[sblock=Class Features]
Fighter weapon and armour proficiency
Bonus feat at every even level

...[/sblock]
[sblock=Feats]
Dodge
Power Attack
Weapon Focus - Great Sword

...[/sblock]

[sblock=Traits]
Anatomist: +1 to crit confirmations
Armour Expert: -1 to armour penalties
[/sblock]

[sblock=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]


[/sblock]
[sblock=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[/sblock]
[sblock=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.

[/sblock] [/sblock]

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:

rb780nm

First Post
Karolus Hankel - Human Fighter - Tracking

[sblock=FC Bonus]
1st lvl: +1 HP [/sblock]
[sblock=Treasure and Equiptment]
Current wealth-
GP:60
SP:30
CP:5
PP:
Gems:

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



[/sblock][/QUOTE]
 
Last edited:

renau1g

First Post
Character Sheet:

[sblock=Julian "Jules" Drostra]
[sblock=Game Info]
Race:Human
Class:Rogue
Level: 1
Experience: 0
Hero Points:
Alignment: CN
Languages: Common, Elvish, Orc
Deity:Gold[/sblock]
[sblock=Abilities]
STR:14
DEX:18
CON:12
INT:14
WIS:8
CHA:14[/sblock]
[sblock=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:[/sblock]
[sblock=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'
[/sblock]
[sblock=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)
[/sblock]
[sblock=Class Features]
Sneak Attack: +1d6
Trapfinding: +1 to Perception to find traps and Disable Device
...[/sblock]
[sblock=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
[/sblock]
[sblock=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
[/sblock]
[sblock=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 [/sblock]

[sblock=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. [/sblock]
[sblock=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... [/sblock] [/sblock]

[sblock=Image]
Artemis_Entreri_by_aditya777.jpg
[/sblock]
 
Last edited:

renau1g

First Post
Tracking

[sblock=FC Bonus]
1st lvl: +1 HP [/sblock]
[sblock=Treasure]
Current wealth-
GP:2
SP:4
CP:7
PP:
Gems:

Starting Gold = 220gp
Spent = 221.5gp

[/sblock]
 
Last edited:

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