Age of Worms - Character Spot

Shayuri

First Post
[sblock=Aria]
[sblock=Game Info]
Race: Human
Class: Sorceror
Level: 2
Hero Points: 1
Alignment: Neutral Good
Languages: Common, Elvish
Deity: Ehlonna[/sblock]
[sblock=Abilities]
STR: 8 (-1)
DEX: 14 (+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 19 (+4)[/sblock]
[sblock=Combat]
HP: 12 = [2d6 + 4] + 0 (favored class bonus)
AC: 13 = 10 + 0 (armor) + 0 (shield) + 2 (DEX) + 1 (DODGE)
AC Touch: 13 = 10 + 2 (DEX) + 1 (DODGE)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Sorceror)
CMB: +0 = -1 (STR) + 1 (BAB)
CMD: 12 = 10 - 1 (STR) + 2 (DEX) + 1 (BAB)
Fort: +2 = +0 (base) + 2 (stat)
Reflex: +2 = +0 (base) + 2 (stat)
Will: +4 = +3 (base) + 1 (stat)
Speed: 30' ground
Damage Reduction: 0/-
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Quarterstaff (melee): +0 = +1 (BAB) - 1 (STR) = 1d6-1(B), CRIT 20x2
Dagger (melee): +0 = +1 (BAB) -1 (STR) = 1d4-1(P), CRIT 19-20x2
Light Crossbow (Ranged): +3 = +1 (BAB) + 2 (DEX) = 1d8(P), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
Human Bonus Feat
Human Bonus Skill Point [/sblock]
[sblock=Class Features]
Cantrips
Eschew Materials
Bloodline: Undead
- Arcana: Can affect corporeal, formerly humanoid undead as humanoids with mind affecting spells.
- Power: Grave Touch - Melee touch inflicts Shaken on living for 1/2lvl rounds. 3+cha mod/day.[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Dodge
Human 1 - Point Blank Shot

Traits:
a) Aspiring Bard (+1 to one Perform skill and +2 to Knowledge: Local checks related to music)
b) Focused Mind (+2 to concentration checks)[/sblock]
[sblock=Skills]
Skill Points: 5
Max Ranks: 1
ACP: 0

Skill List:
Bluff +8 = +1 [ranks] +3 [class skill] +4 [CHA] +0 [misc]
Knowledge (Arcana) +6 = +2 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Perception +3 = +2 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
Perform +6 = +1 [ranks] +0 [class skill] +4 [CHA] +1 [misc]
Spellcraft +6 = +2 [ranks] +3 [class skill] +1 [INT]
Use Magic Device +9 = +2 [ranks] +3 [class skill] +4 [CHA] +0 [misc] [/sblock]
[sblock=Spellcasting]Caster Level 1 (+2 concentration only) (Sorceror), Base DC 14+lvl
Slots: 1st - 5/5
Spells Known:
0 - Detect Magic, Acid Splash, Mage Hand, Ghost Sound, Message
1 - Shield, Magic Missile
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Dagger                          2        1
Quarterstaff                   -        4
Light crossbow               35       4
10 bolts                         1        1

Backpack                       2        2
Belt Pouch (x2)               2        1
Small Steel Mirror            10      1/2

Traveler Outfit                1        5
Treasure: 17gp, sp, cp Gems:
Total weight carried:13.5
Maximum weight possible: [/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 19
Height: 5' 5"
Weight: 131lbs
Hair Color: White
Eye Color: Black
Skin Color: Pale
Apperance: Beautiful, but frail and a little sickly.
Deamenaor: Quiet, cynical, sometimes melancholy[/sblock]
[sblock=Background]From the beginning, Aria was bursting with energy. Even when all she could do was crawl, she crawled up a storm; getting around as much and as fast as babies that could stand. She ran when she could walk, yelled when speaking, and never seemed to be put off or saddened for long by anything. She learned she could sing while attending services at the chapel, and was a member of the choir there for several years.

With her proclivities, and the goodwill she'd won in the town, despite (or because of?) the pranks she sometimes indulged in, it came as no surprise to anyone that she eventually and belatedly settled in for an apprenticeship under a traveling bard who was stopping to stay for awhile. The plan was for her to leave with him, and learn the ropes. He wound up staying longer than he planned though in getting the young girl skilled enough to take her on the road.

Finally, as part of her training, the bard decided to take her with him as he went to perform for the miners, in hopes of lifting their spirits. They were well-received, but the day turned stormy, and both bard and protege retreated into the mine itself to wait it out. They hadn't waited long before the bard decided to use the time productively, and went through the mines themselves...playing music while Aria sang, and brought a glimpse of color to a dark, dreary world.

Up until, that was, the cave-in. They were near the far end of the mine shaft, where workers were working hard. They'd just started their performance under the strange glow of an Ever-burning torch, when even that magical light was snuffed out, and a cold wind blew over the workers. Then came the scuffling noises of boots on stone; the cries in the darkness, and finally, the hands finding Aria in the dark, pulling her...

She awoke weak and bleary as an elf loomed over her. She remembered nothing save nightmarish glimpses of images too mad to be true, and passed out again quickly. The elf took her to the temple of Pelor, where she was both healed...and not. For the priests found bruises and welts they could mend...but detected within her a malady of a different sort entirely. Despite her being alive, the taint of undeath was in her. At first they believed she had been attacked, and would soon die and become undead. They kept her under armed guard as they waited for that grim fate. It never came to pass though. The force of her life, when she concentrated, was enough to hold whatever darkness brewed within her off. After a few days it became second nature.

But word of her condition spread out from the church. And the change in her was profound. She was pale now, and never seemed to smile or laugh. Where she would have skipped before, she now walked. When she sang, it was full of melancholy.

Aria wasn't blind to the growing discontent of her neighbors. She moved from her small but comfortable rented room to a small, chillier cabin at the edge of town. But the more she tried to accommodate the townsfolk's growing dislike, the worse it seemed to get. Things came to a head one night when she was accosted by three fur trappers as they encountered her passing by with a sack of goods she'd bought at the store. She'd taken to shopping at night, when there was less chance of being noticed. The men were leaving the tavern, and frothed on their ale still. They frightened Aria enough that she decided to hurry past. When they followed, she ran.

It's hard to say what might have happened. What did happen was that in her panic, when they caught up to her, some of the power that had replaced part of her soul lashed out. Fortunately, it was a small thing, injuring one of the men but not killing him. Even so, that very night she took what she could carry and retreated into the woods, setting up in an old abandoned cabin. The next day she appeared before the town constable to report the incident, as meekly and apologetically as she could. Angry murmurs of witchcraft gathered like a breeze before a storm, and she withdrew.

Since then, she has lived outside of town, alone and feared by many. Each month the rumors grow darker, though efforts from some townsfolk help keep the situation from exploding. Despite her sinister reputation, there are occasionally people who sneak off to visit her, seeking spells cast that they would not ask a reputable wizard for. Fulfilling these requests has been her only means of survival beyond the miserable business of trying to hunt for herself, with few to no real skills in that area. [/sblock] [/sblock]
 
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Shayuri

First Post
Shay's Marvelous Advancement Tracking Placeholder

Level 2
Add sorceror (undead) level
BAB +1
Will save +1
Add 1 known cantrip
Add one 1st level spell slot
Add 5 skill points (includes favored class bonus)
 
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fireinthedust

Explorer
Character Sheet:

[sblock=Eldariel "Avren" Spellblade]
[sblock=Game Info]
Race: Elf
Class: Ranger
Level: 1
Hero Points: 1
Hero Points:
Alignment: Neutral Good
Languages: Common, Elven, Draconic, Gnoll, Gnome, Goblin
Deity: Special [/sblock]
[sblock=Abilities]
STR: 12
DEX: 17
CON: 12
INT: 19
WIS: 10
CHA: 8[/sblock]
[sblock=Combat]
HP: 11 = [1d10 + 1] + 0 (favored class bonus)
AC: 17 = 10 + 4 (hide) + 0 (shield) + 3 (DEX)
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 14 = 10 + 4 (armor) + 0 (shield)
INIT: +3 = +3 (DEX)
BAB: +1 = +1 (Ranger)
CMB: +2 = +1 (STR) + 1 (BAB)
CMD: 15 = 10 + 1 (STR) + 3 (DEX) + 1 (BAB)
Fort: +4 = +2 (base) + 2 (stat)
Reflex: +5 = +2 (base) +3 (stat)
Will: +0 = +0 (base) + 0 (stat)
Speed: 30
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
Curved Blade(melee): +4 = +1 (BAB) + 3 (DEX) +0 (feat)/ DMG = 1d10+1(S), CRIT 18-20x2
Dagger (melee and ranged): +4 = +1 (BAB) +3 (DEX) +0 (feat)/ DMG = 1d4+1 (p), CRIT 19-20, Range 10ft.
[/sblock]

[sblock=Racial Traits]
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.[/sblock]

[sblock=Class Features]
Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.[/sblock]

[sblock=Feats & Traits]
Feats:
1st lvl -Weapon Finesse, Weapon Proficiency (simple, martial, elven), Armor proficiency (light, medium, shields (not tower))

Traits:
a)
b)[/sblock]

[sblock=Skills]
Skill Points:
Max Ranks:
ACP:


Skill Points: 10 (6 class +4 Int)
Skill List:
Acrobatics +4 = +1 [ranks] +0 [class skill] +3 [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 = +1 [ranks] +3 [class skill] +1 [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) +5 = +1 [ranks] +0 [class skill] +4 [INT] +0 [misc]
Knowledge (Dngnrng) +8 = +1 [ranks] +3 [class skill] +4 [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) +8 = +1 [ranks] +3 [class skill] +4[INT] +0 [misc]
Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Perception +4 = +1 [ranks] +3 [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 = +1 [ranks] +3 [class skill] +4 [INT] +0 [misc]
Stealth +7 = +1 [ranks] +3 [class skill] +3 [DEX] +0 [misc] +0 [ACP]
Survival +4 = +1 [ranks] +3 [class skill] +0 [WIS] +0 [misc]
Swim +5 = +1 [ranks] +3 [class skill] +1 [STR] +0 [misc] +0 [ACP]
Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc] [/sblock]

[sblock=Equipment]
Code:
Gear Weight:  54.5 lbs (Medium Load)


Equipment                    Cost  Weight
Backpack (equipped)       2gp   2lbs
*Bedroll (pack)                1sp   5lbs
*Rope (silk)                    10gp  5lbs
*spellbook                      15gp    3lbs
*torch                            1cp     1lb
*waterskin (filled)            1gp    4lbs
*Scroll (Chill Touch)         25gp
*Scroll (Burning Hands)    25gp
    
Beltpouch (equipped)      1gp   0.5lbs
*Filt & Steel                    1gp    -
*Oil (1pint flask)             1sp     1lb

Curved Blade (elven)       80gp  7lbs
Dagger                           2gp    2lbs
Hide Armour (worn)         15gp   25lbs
Clothes (travelers)         na (1gp   5lbs)
Treasure: 2gp, 7sp, 1cp Gems:
Total weight carried:
Maximum weight possible: [/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 137
Height: 6ft
Weight: 180
Hair Color: white
Eye Color: Icy Blue
Skin Color: Fair
Appearance: A wandering swordsman, Avren wears simple traveler's clothes and a set of hardened hide armor. His hair is cropped short, and he has a red scar running from his brow to his jaw just passing by his eye. He walks confidently, like a tiger, with a danger that seems unapproachable.

Deamenaor: Avren is ambitious in what matters to him, swordplay and sorcery among them. He attacks all problems with zeal, be they foes or puzzles, hungry for victory and perfection. In personal matters he is more quiet, almost gentle, but this is a side he rarely reveals to others. The rest of the time he can best be described as wild, a term rarely used for a noble elf.

[/sblock]

[sblock=Background] [FONT=&quot] Avren is a noble son of a great Elven house, raised in the lap of elven luxury, but wanting to prove his own worth through study of swordplay and sorcery. When traveling beyond the borders of the elven forest, Avren and his retainers fell into a trap laid by a mad hermit who fed travelers to his pet ghouls. Avren barely escaped alive with his tutor, dropped his companion off at their home, and left almost immediately to hunt undead actively, the world over. He made his way to Diamond Lake, investigating reports of a young girl with strange powers possessed by spirits of the dead…[/FONT] [/sblock] [/sblock]



* need tarits or list that you aren't taking any
* list skill points: 10 and max ranks: 1 and ACP: -3 please
* misc skills (that have no ranks) need filled out along with listing ACP to skills
* please add your link into your treasure tracking spot in your second post in the RG
* Not listed is max weights and weight carried I have your gear at 54.5lbs (medium load)
 
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Vixtrin
[sblock=Human Fighter1]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 1
Hero Points: 1
Alignment: Neutral
Languages: Common, Elven
Deity: None (yet)[/sblock]
[sblock=Abilities]
STR: 14
DEX: 14
CON: 18 (16 point buy, +2 human)
INT: 13
WIS: 10
CHA: 12[/sblock]
[sblock=Combat]
HP: 15 = [1d10 + 4] + 1 (favored class bonus)
AC: 15 = 10 + 3 (studded leather) + 2 (DEX)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 13 = 10 + 3 (armor)
INIT: +4 = +2 (DEX) +2 (trait)
BAB: +1 = +1 (Fighter)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 15 = 10 + 2 (STR) + 2 (DEX) + 1 (BAB)
Fort: +6 = +2 (base) + 4 (Con)
Reflex: +2 = +0 (base) + 2 (Dex)
Will: +0 = +0 (base) + 0 (Wis)
Speed: 30
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Spiked chain (melee): +3 = +1 (BAB) + 2 (STR) DMG = 2d4+3(P), CRIT x2
Dagger (melee): +3 = +1 (BAB) + 2 (STR) DMG = 1d4+2(P or S), CRIT 19-20/x2
Dagger (ranged): +3 = +1 (BAB) + 2 (DEX) DMG = 1d4+2(P or S), CRIT 19-20/x2
[/sblock]
[sblock=Human Racial Traits]
+2 to one ability score (Con)
1 extra feat at character generation
+1 skill rank at each level [/sblock]
[sblock=Class Features]
Simple/Martial Wpn Prof
Armor Prof, all
Shield Prof, all
Bonus Feats[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Exotic Weapon Proficiency (spiked chain)
Human - Combat Expertise
Fighter - Improved Trip

Traits:
a)Reactionary +2 Init
b)Sacred Touch: As standard acton may automatically stabilize a dying character[/sblock]
[sblock=Skills]
Skill Points: 4
Max Ranks: 1
ACP: -1

Skill List:
Climb +5 w/o armor / +4 w/armor = +3 [class skill] +2 [STR] -1 [ACP]
Intimidate +6 = +1 [ranks] +3 [class skill] +2 [CHA]
Knowledge (Dngnrng) +5 = +1 [ranks] +3 [class skill] +1 [INT]
Profession (brothel worker) +4 = +1 [ranks] +3 [class skill] +0 [WIS]
Stealth +3/+2 = +1 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -1 [ACP]
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
55.5 lbs carried, 58lbs allowed for a light load
- Studded Leather (worn, 20 lbs) 25 gp
- Traveler's outfit (worn) 
- Belt pouch (worn, 1/2 lb) 1 gp
- Gloves (worn, 0 lbs) 1 gp

- Spiked chain (belt left, 10 lbs) 25 gp
- Dagger (belt right, 1 lb) 2 gp
- Dagger (hidden boot sheath on right, 1 lb) 2 gp

- Backpack (center back, 2 lb) 2 gp
- Bedroll (below backpack, 5 lb) 1 sp -- left at home

- Leather corset (backpack, 6 lbs) 5 gp
- Waterskin - water (backpack, 4 lbs) 1 gp
- Torch x 4 (backpack, 4 lbs) 4 cp
- Flint & Steel (backpack, 0 lbs) 1 gp
- Trail Rations x 2 days (backpack, 2 lbs) 1 gp
- Soap (backpack, 1 lb) 5 sp
- Caltrops x 2 (backpack, 4 lbs) 2 gp
- Polishing rag (backpack, 0 lbs) 0 gp
Treasure: 14 pp, 1 gp, 3 sp, 6 cp
Gems: none
Total weight carried: 55.5 lb
Maximum weight possible: 175 lbs for a heavy load[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 20
Height: 5'10"
Weight: 155 lb
Hair Color: Black
Eye Color: Blue
Skin Color: Pale
[sblock=Apperance]Vixtrin inherited her mothers's early beauty, down to the mussed black locks, hard clear blue eyes, and alabaster skin. A large and mottled burn of angry red, however, mars the entire right side of Vixtrin's face and extends down past her neck. The burn is the result of a careless Exporium client drunkenly pouring lime from a cask of tanner's solution on Vixtrin when she was a bare eight years old. The burn is horrific enough, the skin still palpably blistered, to cause folk unfamiliar to her to avert their eyes in discomfort when speaking to her. For her part, Vixtrin carries herself boldly. Vixtrin's flashing blue eyes dare any to meet her gaze for longer than a second or two. Proud to a fault, Vixtrin is not meticulous in the upkeep of her gear and garb but strongly dislikes being unclean. Vixtrin favors a traveler's outfit not because she is prone to wandering the wilds of the countryside but because the outfit affords her the practicality of pockets combined with the comfort of an artisan's garb. Vixtrin's wool breeches are sloppily tucked into cheap hard-boiled leather boots that flare at her knees. Crudely sewn inside her right boot is a hidden sheath containing a dagger. Vixtrin wears a belt slung low over her hips, from which hangs a coiled length of spiked chain, a knotted belt pouch of coins tucked into her right pocket, and a sheathed dagger. Hidden underneath a cream-colored coarse cloth tunic, Vixtrin wears a heavy corset fashioned of black leather. A simple brown homespun vest hangs unbuttoned layered atop her tunic. Vixtrin does not sport any visible reliquary or holy symbols, but the inside of her left forearm is tattooed with the rank and number of a garrison soldier.[/sblock]

[sblock=Background] Vixtrin Knef is the daughter of Elise Portman, a local aging whore in the employ of the Emporium. Elise, better known to Emporium patrons by the name Summer Skye, birthed Vixtrin during a tenure as paid consort to the old Governor-Mayor Neff. Mayor Neff paid Elise handsomely but had the condition that his consort not bed another man during her time at his side. In exchange for her services, Elise was given private quarters within the Emporium near a covert back exit to facilitate the Mayor's ingress and egress. When Mayor Neff discovered his consort to be with child, he visciously beat Elise to near death and promised her an early grave if she so much as breathed a solemn word of the paternity of her child. Spitting on Elise, who lay crumpled upon the floor as he turned to leave, Mayor Neff raucously bellowed a final brandishment, "Beside, there's none in this town to believe the word of a paltry whore who's likely bedded every man in town."

Elise, for her part, had little recourse other than to beg the Emporium's proprietor for room and board during her pregnancy. Elise's legendary beauty and sensual ability had long been a soft spot for the proprietor, who elected to put Elise to work in the kitchens rather than boot her to the street. In the short six months of Elise's position as scutlery maid, her hands grew knuckled and raw, her back stooped. By the time Vixtrin was born, Elise was a ruined whore and was put to work servicing not the wealthy clientele she'd bedded before but the most common, low sort of men. From the time she could walk and speak, Vixtrin worked in the Emporium to tend Elise and served in a secondary capacity as errand girl for the establishment's cook and stablemaster. Vixtrin saw with her own young eyes the seedy underbelly of Diamond Lake and grew to hate not only the miners but her mother as well.

In the twenty years since his affair with Elise, the old Governor-Mayor has passed away, leaving his son Lanod Neff to inherit both property and title. With the old Governor's death also died the secret of Vixtrin's paternity. Vixtrin has long been the scourge of the town, a target for name-calling and jest. Zalamada, current proprietor of the Emporium, was only a young whore herself during Elise's travails and knowns little or nothing of Vixtrin's siring.

Vixtrin grew to be a spiteful child prone to theft and bragging. Though she longed to be free of the coarse nature of the brothel and to have a beautiful mother whose back was unstooped and whose legs were straight, Vixtrin's longing for affection went largely unnoticed. When Vixtrin reached the age of 14, Elise paid for the child to be taken as acoltye to the garrison's temple of Heironeous. Thinking that she had done her child a great service and full of the most shallow kind of motherly love (and also longing to be free of the burden Vixtrin presented), Elise begged Valkus Dunn to accept the girl into the priesthood. When asked for the child's surname, Elise balked and gave Vixtrin's name as Knef, which was as close as her courage and illiteracy could come to naming her daughter's true father.

When Vixtrin proved to be not only unfit for clerical duty but also in possession of the worst kind of temperament, Dunn promptly dismissed the child to the care of the garrison. Vixtrin found better purchase among the rank and file of the garrison and soon mastered the way of the blade and the heavy armor so beloved by Captain Trask. Like all garrison soldiers, Vixtrin was tattoed at the start of her term of service with indigo-hued ink bearing the rank of Private and the serial number 3105 on the inside of a forearm.

Though Vixtrin demonstrated a sharp mind and a clear mastery of the short sword and pike, she was prone to pulling pranks on her fellow rank-and-file soldiers. In a prank gone horribly wrong, Captain Trask found himself doused with a bucket of feces while exiting the garrison's dining hall one evening. Vixtrin was soon pinpointed as the culprit and dishonorably handed over to Sheriff Cubbin, the jailor, for three months' confinement. Dismissed from the garrison, Vixtrin brooded during her three months in jail but at the end found a peace she'd previously not known. [/sblock] [/sblock] [/sblock]
 
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Vixtrin Tracking Sheet[sblock=FC Bonus]
1st lvl: +1 HP [/sblock]
[sblock=Treasure]
Total weight carried: 55.5 lbs
Maximum weight possible: 58(light) 59-116(medium) 117-175(heavy)

Current wealth
PP: 14
GP: 1
SP: 3
CP: 6

Starting Gold = 210 gp
Spent = 69 gp 7 sp, 4 cp
[/sblock]
 
Last edited:

jackslate45

First Post
[sblock=Glimnock]
[sblock=Game Info]
Race: Gnome
Class: Sorcerer
Level: 1
Experience: 0
Hero Points: ??
Alignment: NG
Languages: Common, Gnome, Sylvan, Celestial, Dwarven, Dracnoic, Elven
Deity:[/sblock]
[sblock=Abilities]
STR:06 (-2) -2
DEX:14 (+2) 5
CON:16 (+3) 5
INT:14 (+3) 5
WIS:09 (-1) -1
CHA:19 (+4) 13[/sblock]
[sblock=Combat]
HP: 12 = [1d6 + 3(CON) + 3(FEAT)]
AC: 13 = 10 + 0 (armor) + 0 (shield) + 2 (DEX) + 1 (Size)
AC Touch: 13 = 10 + 2 (DEX) + 1 (Size)
AC Flatfooted: 10 = 11 + 0 (armor) + 0 (shield) + 1 (Size)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (Sorcerer)
CMB: -2 = -2(STR) + 0 (BAB)
CMD: 9 = 10 - 2 (STR) + 2 (DEX) + 0 (BAB) - 1 (Size)
Fort: +3 = +0 (base) + 3 (CON)
Reflex: +2 = +0 (base) + 2 (DEX)
Will: +1 = +2 (base) - 1 (WIS) (+2 Trait on Fear effects)(+2 Race bonus against any spell with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings.)
Speed: 20'
[/sblock]
[sblock=Weapon Stats]
Acid Splash: +3 1d3
Dagger(thrown) +3 1d4-2 P/S 19-20/x2 10'
[/sblock]
[sblock=Racial Traits]
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial Traits.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces the gnome magic and illusion resistance racial Traits.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
[/sblock]
[sblock=Class Features]
Bloodline: Arcane
Bloodline skill: Gain Knowledge(History) as a class skill
Bloodline Power (1st): Gain Familiar as equal level wizard
Enschew Materials as a bonus feat
[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Toughness
bonus - Eschew Materials

Traits:
Courageous: +2 trait bonus against fear effects
Ease of Faith: +1 bonus on diplomacy, and gain diplomacy as a class skill[/sblock]
[sblock=Skills]
Skill Points: 4 + 1 FC
Max Ranks: 1
ACP: 0

Skill List:
Bluff +9 = +1 [ranks] +3 [class skill] +4 [CHA] +1 [Gift of Tongues]
Diplomacy +6 = +0 [ranks] +0 [class skill] +4 [CHA] +1 [Gift of Tongues] +1 [Ease of Faith]
Knowledge (Arcana) +8 = +1 [ranks] +3 [class skill] +2 [INT] +2 [Academic]
Linguistics +3 = +1 [ranks] +0 [class skill] +2 [INT] +0 [misc] (Learned Celestial, Draconic)
Perception +1 = +0 [ranks] +0 [class skill] -1 [WIS] +2 [race] + 2[Alertness]
Spellcraft +6 = +1 [ranks] +3 [class skill] +2 [INT] +0 [misc]
Stealth +9 = +0 [ranks] +0 [class skill] +2 [DEX] +4 [size] + 3 (Familiar)
Use Magic Device +8 = +1 [ranks] +3 [class skill] +4 [CHA] +0 [misc] [/sblock]
[sblock=Sorcerer Spells]
Level 0: Acid Splash, Detect magic, Ghost Sound (DC 14), Light
Level 1(4/day): Color Spray (DC 15), Magic Missile
[/sblock]
[sblock=Gnome Spells]
1/day: Arcane Mark, Comprehend Languages, Message, Read Magic
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Dagger                       02 gp   01 lb
Traveler's Outfit            -- gp   00 lb
Backpack                     02 gp   .5 lb
-Flint and Steel             01 gp   00 lb
-Rations x2                  01 gp   01 lb
-Waterskin(Filled)           01 gp   01 lb
Belt Pouch                   01 gp   .125 lb
-Chalk x10                   0.1gp   -- lb
Treasure:251 gp,9 sp, cp Gems:
Total weight carried: 3.625 lb
Maximum weight possible: 0-15lb(light), 16-30lb(medium), 31-45lb(heavy) [/sblock]
[sblock=Details]
Size: S
Gender: Male
Age: 52
Height: 3'2"
Weight: 39
Hair Color: Green
Eye Color: Blue
Skin Color:
Apperance:
Deamenaor:Energetic, good natured man. Enjoys talking and meeting new people. With his mastery of many languages, he has been used as a translator before. [/sblock]

[sblock=Background]Glimnock does not know much about his mother and father. He does know that he obtained his power over the arcane from his father, and his love of languages and his charismatic qualities from his mother
They left him with his uncle when he was young, in order for his uncle to train him.

Glimnock grew to be a very talkative and magnetic person. His unique spell casting abilities were different from most gnomes, and he enjoyed meeting the many visitors his city received. He took a liking to old historic books, both enjoying the language, and hoping to find information about his parents.

However, it was until he met Korr that his life changed. Thomas was a skill ranger, and in Glimnock Thomas found a potential ally and partner. Korr asked Glimnock to come adventuring with him, in order to see the world. [/sblock] [/sblock]
[sblock=Neko]
[sblock=Game Info]
Race: Cat
Class: Familiar
Level: 1
Experience: 0
[/sblock]
[sblock=Abilities]
STR:03 (-4) -2
DEX:15 (+2) 5
CON:08 (-2) 5
INT:06 (+3) 5
WIS:12 (-1) -1
CHA:07 (+4) 13[/sblock]
[sblock=Combat]
HP: 06 = [1/2 Sorcerer Level HP]
AC: 15 = 10 + 0 (armor) + 0 (shield) + 2 (DEX) + 2 (Size) + 1 (Natural)
AC Touch: 14 = 10 + 2 (DEX) + 2 (Size)
AC Flatfooted: 13 = 10 + 0 (armor) + 0 (shield) + 2 (Size) + 1 (Natural)
INIT: +2 = +1 (DEX)
BAB: +0 = +0 (Sorcerer)
CMB: -2 = -2(STR) + 0 (BAB)
CMD: 6 = 10 - 4 (STR) + 2 (DEX) + 0 (BAB) - 2 (Size) (+4 vs trip)
Fort: +3 = Inheritated from Master
Reflex: +4 = +2 (base) + 2 (DEX)
Will: +1 = Inheritated from Master
Speed: 20'
[/sblock]
[sblock=Familiar Abilities]
Alertness: Master gaines alertnes if familiar is within arm's reach
Improved Evasion: As Rogue Ability
Share Spells: Spells with a target of you can be cast on his familiar.
Empathic Link: within 1 mile, can share genearal emotions
[/sblock]
[sblock=Skills]
Skill List:
Perception +5 = +1 [ranks] +3 [class skill] +1 [WIS] + 2[Alertness]
Stealth +14 = +1 [ranks] +3 [class skill] +2 [DEX] +8 [size]
[/sblock]
[/sblock]
 
Last edited:


Caim

First Post
Character Sheet:

[sblock=Korr]
[sblock=Game Info]
Race: Half-Orc
Class: Ranger
Level: 1
Hero Points: 2
Alignment: Chaotic Good
Languages: Common and Orc
Deity: Kord[/sblock]
[sblock=Abilities]
STR: 18
DEX: 14
CON: 14
INT: 10
WIS: 14
CHA: 10[/sblock]
[sblock=Combat]
HP: 13 = [1d10 + 2] + 1 (favored class bonus)
AC: 17 = 10 + 5 (armor) + 0 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield)
INIT: +4 = +2 (DEX) +2 (trait)
BAB: +1 = +1 (Ranger)
CMB: +5 = +4 (STR) + 1 (BAB)
CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB)
Fort: +4 = +2 (base) + 2 (stat)
Reflex: +4 = +2 (base) + 2 (stat)
Will: +2 = +0 (base) + 2 (stat)
Speed: 30'/20'
Damage Reduction: 0
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Greatsword(melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 2d6+4(S), CRIT 19-20x2
Greatsword(melee)PA: +4 = +1 (BAB) +4 (STR) -1 (feat)/ DMG = 2d6+7(S), Crit 19-20x2
Kukri(melee): +5 = +1 (BAB) +4 (STR)/ DMG = 1d4+4(S), 18-20x2
Longbow(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d8(P), CRIT x3[/sblock]
[sblock=Racial Traits]
Ability Adjustments: +2 (STR)
Size: Medium
Base Speed: 30'
Favored Class: Ranger
Darkvision: 60'
Intimidating: +2 Intimidate
Bestial: +2 Perception, more bestial than normal
Orc Blood: Considered both human and orc
Weapon Familiarity: Pro. with greataxes and falchions; weapons with 'orc' in the name are treated as martial weapons... [/sblock]
[sblock=Class Features]
Armor/Weapons: Armor (Light, Medium), Shields (Not Tower), Weapons (All Simple and Martial)
Favored Enemy: Dragons
Track: +1/2 level to Survival (Track) checks
Wild Empathy: improve initial attitude of animals...[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl - Power Attack

Traits:
1) Reactionary: +2 on initiative rolls
2) Bully: +1 on intimidate rolls[/sblock]
[sblock=Skills]
Skill Points: 6 + Int mod
Max Ranks: 1
ACP: -4

Skill List:
Acrobatics -2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -4 [ACP]
Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Climb +4 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -4 [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 -2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -4 [ACP]
Fly +0 = -2 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -4 [ACP]
Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Heal +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
Intimidate +7 = +1 [ranks] +3 [class skill] +0 [CHA] +3 [misc]
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) +4 = +1 [ranks] +3 [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 +8 = +1 [ranks] +3 [class skill] +2 [WIS] +2 [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 +2 = +1 [ranks] +3 [class skill] +2 [DEX] +0 [misc] -4 [ACP]
Survival +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
Swim +4 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -4 [ACP]
Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc] [/sblock]

[sblock=Equipment]
Code:
Item                           Cost  Weight
 Scale Mail                    50gp  30lbs.
 Greatsword                    50gp   8lbs.
 Kukri                          8gp   2lbs.
 Longbow                       75gp   3lbs.
    Arrows (40)                 2gp   6lbs.
 Backpack                       2gp   2lbs.
    Flint and steel             1gp    ---
    Whetstone                   2cp   1lbs.
    Wondermeal(5)               5cp   1lbs.
 Bedroll                        1sp   5lbs.
 Blanket                        2sp   1lbs.
 Rope, hemp(50ft)               1gp  10lbs.
 Bell(10)                      10gp   2lbs.
 String (100ft)                 2cp   1lbs.
 Weapon Cord                    1sp    ---
 Waterskin x2                   2gp   8lbs.
 Case, map                      1gp 1/2lbs
Treasure: 7gp, 5sp, 1cp Gems: 0
Total weight carried: 79 1/2lbs.
Maximum weight possible: Light(100 or less) Medium (101-200) Heavy (201-300) [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 18
Height: 6'2"
Weight: 228
Hair Color: Black
Eye Color: Red
Skin Color: Gray
Apperance: Tusks are more prominent than most half-orcs. Carries the scars of a rough life on his face and body.
Deamenaor: guarded[/sblock]
[sblock=Background]To say korr had a rough life would be an understatment. Discarded when he was born by his 'mother' and her husband due to the bestial features he carried. Nine months before his birth, Korr's 'mother' was attacked by a band of orcs and was held captive for over a month. The childs nature was unknown to all, even Korr's 'mother' and her husband as they were expecting a child. Once Korr's true nature was discovered he was simply discarded on the side of the road as the couple traveled, leaving the infant to die. Luckily he was discovered only hours after this event and taken in by a young ranger and his wife.[/sblock] [/sblock]
 
Last edited:


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