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  1. #41
    Double post. Sorry...site is acting funny for me.

 

  • #42
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    Acolyte (Lvl 2)

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    Ý Ignore Cromm10k
    I've decided on going Paladin of St. Cuthbert, still not sure if human or halforc.

    Anyway here my roll for starting wealth.

  • #43
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    Cutpurse (Lvl 5)

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    Ý Ignore Fenris
    Character Sheet:

    Haakon Ravensblight

    Game Info

    Race: Human
    Class: Barbarian
    Level: 1
    Experience: 0
    Hero Points: 1
    Alignment: Neutral
    Languages: Common, Giant
    Deity:

    Abilities

    STR: 18 (10 pts)
    DEX: 14 (5 pts)
    CON: 14 (5 pts)
    INT: 12 (2 pts)
    WIS: 14 (5 pts)
    CHA: 8 (-2 pts)

    Combat

    HP: 15 = [1d12 + 2 Con + 1 (favored class bonus)]
    AC: 16 = 10 + 4 (armor) + 0 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 14 = 10 + 4 (armor) + 0 (shield)
    AC Raging: 14 = 10 + 4 (Armor) + 0 (shield) +2 (Dex) -2 (Rage)
    INIT: +4 = +2 (DEX) + 2 (Misc)
    BAB: +1 = +1 (Barbarian)
    CMB: +5 = +4 (STR) + 1 (BAB)
    CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +4 = +2 (base) + 2 (CON)
    Reflex: +2 = +0 (base) + 2 (DEX)
    Will: +2 = +0 (base) + 2 (WIS)
    Speed: 40 ft
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    Greatsword(melee): +5 = +1 (BAB) + 4 (STR) / DMG = 2d6+6(S), CRIT 19-20x2
    Greatsword (Power Attack): +4 = +1 (BAB) + 4 (STR) -1 (PA) / DMG = 2d6+9(S), CRIT 19-20x2
    Greatsword (Rage): +7 = +1 (BAB) + 6 (STR) / DMG = 2d6+9(S), CRIT 19-20x2
    Greatsword (Rage and Power Attack): +6 = +1 (BAB) + 6 (STR) -1 (PA) / DMG = 2d6+12(S), CRIT 19-20x2

    Shortbow(Ranged: 60ft): +3 = +1 (BAB) + 2 DEX / DMG = 1d6(P), CRIT x3; 20 arrows

    Racial Traits



    +2 to One Ability Score: 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.
    Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).



    Class Features

    Fast Movement +10 ft
    Rage 6 rounds/day +4 STR, +4 CON, +2 Will Saves, +2 Temp HP, -2 AC

    Feats & Traits

    Feats:
    1st lvl - Power Attack: -1 to hit, +3 damage
    Human Bonus 1st lvl - Furious Focus or Cleave (not sure still)

    Traits:
    a) Highlander: +1 to Stealth and Stealth is a class skill
    b) Reactionary: +2 to Initiative

    Skills

    Skill Points: 5 = 4 Class +1 Int
    Max Ranks: 1
    ACP:

    Skill List:
    Acrobatics +3 = +1 [ranks] +3 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Appraise +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Bluff -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Climb +4 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -0 [ACP]
    Craft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Diplomacy -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Disable Device +2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -0 [ACP]
    Disguise -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Escape Artist +2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -0 [ACP]
    Fly +2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -0 [ACP]
    Handle Animal -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Heal +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Intimidate -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Knowledge (Arcana) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Dngnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Engnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Geography) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (History) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Local) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Nature) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
    Knowledge (Nobility) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Planes) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Knowledge (Religion) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Linguistics +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Perception +6 = +1 [ranks] +3 [class skill] +2 [WIS] +0 [misc]
    Perform -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]
    Profession +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Ride +2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -0 [ACP]
    Sense Motive +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Sleight of Hand +2 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -0 [ACP]
    Spellcraft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Stealth +7 = +1 [ranks] +3 [class skill] +2 [DEX] +1 [misc] -0 [ACP]
    Survival +6 = +1 [ranks] +3 [class skill] +2 [WIS] +1/2 [misc]
    Swim +4 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -0 [ACP]
    Use Magic Device -1 = +0 [ranks] +0 [class skill] -1 [CHA] +0 [misc]


    Equipment

    Code:
    Item                                         Cost  Weight
    Greatsword                                50 gp   8 lbs
    Shortbow                                  30 gp    2 lbs
    20 arrows                                   1 gp    3 lbs                 
    Hide armor                                 15 gp  25 lbs
    Backpack                                    2 gp   2 lbs
    Explorer's outfit                           Free    8 lbs
    Flint and steel                              1 gp   - lbs
    Winter blanket                              5 sp   3 lbs
    Treasure: 0gp, 05sp, 00cp Gems: none

    Carrying Capacity: Total weight carried: 77 lb (light)
    light load: 0-116lbs
    medium load: 117-233lbs
    heavy load: 234-350lbs

    Details

    Size: Medium
    Gender: Male
    Age: 19
    Height: 6"4
    Weight: 220
    Hair Color: Blond
    Eye Color: Blue
    Skin Color: Fair
    Apperance: Haakon is a tall, muscular warrior. His long blond hair in a braid, beard and fair skin mark him as a barbarian from the northern reaches. Haakon has a brooding appearance but is often quick with a jest or a laugh, at least among friends. His height, broad shoulder, muscular arms and the large sword his carries are as off putting as his uncouth and uncivilized behavior.

    Background
    Haakon comes from the northern barbarian lands. Many of his tribesman grew up near the ocean, going on ocean going raids. Haakon grew up farther inland, among the hills where his family farmed and kept sheep. While Haakon did not learn the ways of the axe and ship, he did not fail to learn the sword. Away from the ocean, in the cold biting hills, roam evil creatures. Orcs, bugbears and trolls infest those hills. Haakon learned early on to defend his land and herds with his father and brothers. Sword and bow, ambushes and ferocity, blood and rage: these were the things Haakon was raised on. Until the day his farm was overrun by a horde of trolls and his entire family was slaughtered and the farm burned while he was out on a distant moor rounding up stray sheep. Heartbroken, Haakon joined up with the next ship heading out. He went aviking for a season but found little comfort in it. On his last trip, he went ashore and just kept walking, not returning to the ship. he has been wandering the southlands since then.


    Starting wealth=100 gp
    Last edited by Fenris; Thursday, 28th June, 2012 at 03:29 PM.

  • #44
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    Cutpurse (Lvl 5)

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    Ý Ignore Fenris
    Ubiquitous level up area

  • #45
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    Acolyte (Lvl 2)

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    Ý Ignore Cromm10k
    double post ...
    Last edited by Cromm10k; Saturday, 23rd June, 2012 at 02:38 PM.

  • #46
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    Acolyte (Lvl 2)

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    Ý Ignore Cromm10k
    Character Sheet:

    Torgak

    Game Info

    Race: Half Orc
    Class: Paladin
    Level: 2
    Experience: 0
    Hero Points: 2
    Alignment: LG
    Languages: Common, Orc
    Deity: St. Cuthbert

    Abilities

    STR: 17 (7 points +2 racial)
    DEX: 10
    CON: 14 (5 points)
    INT: 11 (1 point)
    WIS: 12 (2 points)
    CHA: 16 (10 points)

    Combat

    HP: 26 = [2d10 + 4] + 2 (favored class bonus)
    AC: 15 = 10 + 5 (armor) + 0 (shield) + 0 (DEX),
    AC Touch: 10 = 10 + 0 (DEX)
    AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield)
    INIT: +0 = +0 (DEX)
    BAB: +2 = +2 (Paladin)
    CMB: +5 = +3 (STR) + 2 (BAB)
    CMD: 15 = 10 + 3 (STR) + 0 (DEX) +2 (BAB)
    Fort: +9 = +3 (base) + 2 (stat) +1 (luck) +3 (Cha)
    Reflex: +4 = +0 (base) + 0 (stat) +1 (luck) +3 (Cha)
    Will: +8 = +2 (base) + 2 (stat) +1 (luck) +3 (Cha)
    Speed: 30/20
    Damage Reduction:
    Spell Resistance:

    Weapon Stats


    Flail, Heavy (melee): +5 = +2 (BAB) + 3 (STR) / DMG = 1d10+4(S), CRIT 19-20x2
    Dagger (melee): +5 = +2 (BAB) + 3 (STR) / DMG = 1d4+3(S), CRIT 19-20x2

    Racial Traits


    • +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature (went into Str).
    • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
    • Normal Speed: Half-orcs have a base speed of 30 feet.
    • Darkvision: Half-orcs can see in the dark up to 60 feet
    • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
    • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
    • Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
    • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.


    Class Features


    • Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


    • Aura of Good (Ex)

    The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

    • Detect Evil (Sp)


    At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.


    • Smite Evil (Su)


    Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
    In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
    The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

    Divine Grace (Su)

    At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

    Lay on Hands (Su)

    Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.



    Feats & Traits

    Feats:
    1st lvl - Power Attack
    3rd lvl -

    Traits:
    a) Anatomist -You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
    b) Bully - You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

    Skills

    Skill Points: 4
    Max Ranks: 1
    ACP: -4

    Skill List:
    Acrobatics -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +0 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Climb +0 = -1 [ranks] +0 [class skill] +3 [STR] +0 [misc] -4 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +7 = +1 [ranks] +3 [class skill] +3 [CHA] +0 [misc]
    Disable Device -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Disguise +0 = +3 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Escape Artist -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Fly -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Heal +1 = +0 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
    Intimidate +11 = +2 [ranks] +3 [class skill] +3 [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) +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 +1 = +0 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
    Perform +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Sense Motive +5 = +1 [ranks] +3 [class skill] +1 [WIS] +0 [misc]
    Sleight of Hand -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Stealth -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -4 [ACP]
    Survival +1 = +0 [ranks] +0 [class skill] +1 [WIS] +0 [misc]
    Swim -1 = +0 [ranks] +0 [class skill] +3 [STR] +0 [misc] -4 [ACP]
    Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] -4 [misc]


    Equipment

    Code:
    Equipment                    Cost  Weight
     
    Dagger                          2          1
    Flail, Heavy                   15        10
    Scale Mail                     50        30
    Backpack                       2          2
    Bedroll                           1 (SP)   5
    Holy symbol, Silver         25          1
    Waterskin                       1          4
    Potion of CLW
    ------------------------------------
                                       94,1      ~54,26 (says HeroLab)
    Treasure: 5 gp, 9 sp, cp Gems:
    Total weight carried: ~54,26 (says HeroLab)
    Maximum weight possible: 260 lbs

    Details

    Size: m
    Gender: male
    Age: 18
    Height: 6'1"
    Weight: 221 lbs
    Hair Color: black
    Eye Color: brown
    Skin Color: yellowish
    Apperance: Tall and well muscled with a stern and intimidating gaze, Torgak looks like the typical Half Orc. Only St. Cuthbert's holy symbol let him stand out from all the other well armed Half Orcs. Under his scale mail one can spot large tattoos. They seem to be holy symbols and runes of St. Cuthbert of the Cudgel mixed with some orcish tribals.

    Deamenaor: Torgak has an aura of calmness and readyness around him. It seems he is constantly scanning his surroundings ready to spring into action. In social situations he is very calm and serious, even a bit stiff and formal. If somebody disagrees with him on moral matters - especially matters concerning law and order - he tends to stop arguing and stares the person down.


    Background
    Born from a traditional orcish raid on a human village, Torgak was scorned by his mother’s family. When he could not stand the hatred in the village and especially from his mother’s husband any longer, he ran away and ended up living on the streets of the Free City. His career as a pickpocket end early when a priest of St. Cuthbert caught Torgak during one of his first attempts of thievery. Recognizing that the young half orc tried to steal out of hunger and desperation the priest took him to a small temple of St. Cuthbert in the Cairn Hills. There Torgak received training in the teachings of St. Cuthbert of the Cudgel. Being not very interested in keeping up law and order and punishing transgressors, Torgak found his own way to serve the temples patron when he received his call to become a paladin. Accepting the gift given to him by the God of Retribution took him not very long after the priests explained him that he was chosen to do something special. He became a stern and silent follower of his god, inspiring fear in the hearts of those that do not obeyed the law, making good use of his orcish heritage. When he finished his training in the temple the High Priest sent him to Blackwall Keep to support the local militia in keeping Diamond Lake safe and to further hone his martial and spiritual skills …


    I will fill in the rest later.

    Done, hope everything fits.

    Level2 is up.
    Last edited by Cromm10k; Tuesday, 13th November, 2012 at 06:08 PM.

  • #47
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    Acolyte (Lvl 2)

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    Ý Ignore Cromm10k
    Level up post.

    Level 2

    Class: Paladin

    HPs: +13= 1d10 +2 (Con) +1 (FC)
    BaB +1
    Fort +4 = +1 (Base) +3 (Cha)
    Ref +3 = +3 (Cha)
    Will +3 = +3 (Cha)

    Skills:
    Intimidate +1
    Diplomacy +1

    +1 Heropoint

    Divine Grace & Lay on Hands


    Last edited by Cromm10k; Tuesday, 13th November, 2012 at 06:09 PM.

  • #48
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    Myrmidon (Lvl 10)

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    Ý Ignore Deuce Traveler
    Character Sheet: Ezekiel "Zeke"

    Game Info

    Race: Human
    Class: Cleric (Pelor)
    Level: 2
    Hero Points: 1
    Alignment: NG
    Languages: Common
    Deity: Pelor


    Abilities

    STR: 14 +2 (05pts)
    DEX: 10 -- (00pts)
    CON: 14 +2 (05pts)
    INT: 10 -- (00pts)
    WIS: 18 +4 (10pts) (includes racial bonus)
    CHA: 14 +2 (05pts)


    Combat

    HP: 20 = [2d8+4=20] +0 (favored class)
    AC: 17 = 10 + 2 (shield) + 5 (armor)
    AC Touch: 10 = 10 + 0 (Dex)
    AC Flatfooted: 17 = 10 + 2 (shield) + 5 (armor)
    INIT: +0 = +0 (DEX) + 0 (misc)
    BAB: +1 = +1 (class/es)
    CMB: +3 = +3 (STR) +0 (size) +1 (BAB)
    CMD: 12 = +2 (CMB) + 0 (Dex) + 10
    Fort: +5 = +3 (base) + 2 (Con)
    Reflex: +0 = +0 (base) + 0 (Dex)
    Will: +7 = +3 [base] + 4 [Wis]
    Speed: 20'
    Damage Reduction: none
    Spell Resistance: none


    Weapon Stats

    Weapon(morningstar): +3 = +1(BAB) +2 (Str) + 0 (feat) + 0 (item) +0 (magic) / 1d8+2 p or b 20/x2
    Weapon(light crossbow): +1 = +1(BAB) +0 (Dex) + 0 (feat) + 0 (item) +0 (magic) / 1d8 p 19-20/x2


    Racial Traits

    +2 to One Ability Score: 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.
    Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


    Class Features

    Spells
    Orisons
    Channel Energy (Positive) 1d6+4
    Domains (Sun, Good)

    Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Sunís Touch (Su): You can smite an undead creature
    as a melee touch attack, dealing 1d8 points of
    positive energy damage +1 for every two caster
    levels you possess. This touch has no effect on
    living creatures.


    Feats

    Extend Spell (Level 1)
    Extra Turning (Human Bonus)
    Prof. with all simple weapons (cleric)
    Light and Medium Armor Proficiency (cleric)
    Shield Proficiency (except tower) (cleric)


    Traits

    Focused Mind: You gain a +2 trait bonus on concentration checks.
    Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.


    Spells

    Cleric Spells Prepared: DC = 10 + spell level + 4 [WIS]
    Cantrips:
    0 (4): Stabilize, Guidance, Light x2
    1 (2+1): Bless x2, Protection from Evil (D)


    Skills

    Skill Ranks: 8
    Max Ranks: 1 ACP: -6
    Skills:

    Skill List:
    Acrobatics -4= +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -6 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +2 = +0 [ranks] +0 [class skill] +2 [CHA] +0 [misc]
    Climb -2 = +0 [ranks] +0 [class skill] +2 [STR] +0 [misc] -6 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +6 = +1 [ranks] +3 [class skill] +2 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise +2 = +0 [ranks] +0 [class skill] +2 [CHA] +0 [misc]
    Escape Artist -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -6 [ACP]
    Fly -4 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -6 [ACP]
    Handle Animal +2 = +0 [ranks] +0 [class skill] +2 [CHA] +0 [misc]
    Heal +9 = +2 [ranks] +3 [class skill] +4 [WIS] +0 [misc]
    Intimidate +2 = +0 [ranks] +0 [class skill] +2 [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) +5 = +2 [ranks] +3 [class skill] +0 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +4 = +0 [ranks] +0 [class skill] +4 [WIS] +0 [misc]
    Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Profession +4 = +0 [ranks] +0 [class skill] +4 [WIS] +0 [misc]
    Ride -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -6 [ACP]
    Sense Motive +9 = +2 [ranks] +3 [class skill] +4 [WIS] +0 [misc]
    Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] -6 [ACP]
    Spellcraft +4 = +1 [ranks] +3 [class skill] +0 [INT] +0 [misc]
    Stealth -4 = +0 [ranks] +0 [class skill] +0[DEX] +0 [misc] -6 [ACP]
    Survival +4 = +0 [ranks] +0 [class skill] +4[WIS] +0 [misc]
    Swim -2 = +0 [ranks] +0 [class skill] +2 [STR] +0 [misc] -6 [ACP]
    Use Magic Device +2 = +0 [ranks] +0 [class skill] +2 [CHA] +0 [misc]


    Equipment

    Code:
    (starting 150gp)
    
    Item                        Cost (gold)                 Weight(lbs.)
    
    Explorer's Outfit                0                            8
    Morningstar                      8                            6
    Crossbow, light                 35                            4
    Bolts, crossbow (20)             2                            2
    Dagger                           2                            1
    Shield, heavy wooden             7                           10
    Scale Mail                      50                           30
    Holy Symbol, Wooden              1                            0
    Whetstone                        0.02                         1
    Backpack                         2                            2
    - Bedroll                        0.1                          5
    - Rations, trail (2 days)        1                            2
    - Waterskin (2)                  2                            8
    - Rope, hempen (50 ft.)          1                           10
    Spell Component Pouch            5                            2
    Large Belt Pouch                 1                            0.5
    - Sunrods (4)                    8                            4
    - Small Mirror                  10                            0.5
    133,12
    
    Total Weight: 96 lbs      Money: 14gp 8sp 8cp
    
                        Lgt   Med   Hvy  Lift   Push
    Max Weight:        59    116    175   350   700


    Details

    Size: medium
    Gender: male
    Age: 21
    Height: 6'2"
    Weight: 175 lb
    Hair Color: Blond
    Eye Color: Blue
    Skin Color: light tan
    Appearance: Studious, close-cropped hair, piercing blue eyes
    Demeanor: Calm. Reserved.


    Background
    Ezekiel, or Zeke, was born to a large, poor farming family on the outskirts of Diamond Lake. His parents were not the best of farmers, so it was a struggle to keep the brood fed and clothed, but they managed to do so. Life was difficult on the farm -- endless days of backbreaking labor in the summer, chilly nights in a drafty, poorly kept together farmhouse during the winter.

    Zeke grew up being somewhat of an outsider -- the boys in his schoolhouse from more well-to-do families teased him mercilessly about his clothing and lack of material possessions.

    Through it all, Zeke was able to keep a level head, and a good natured disposition -- always will to help out anyone in need. He grew up with few in number, but close set of friends, who he kept in touch with all through childhood and even when he entered the church.

    Now he is an acolyte in Pelor's church, helping out the priest with his ministry -- aiding the poor, writing the weekly sermons, etc.
    Last edited by Deuce Traveler; Monday, 12th November, 2012 at 02:15 PM.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #49
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    Myrmidon (Lvl 10)

    Deuce Traveler's Avatar

    Join Date
    Aug 2005
    Location
    Hampton, VA
    Posts
    5,814

    Ý Ignore Deuce Traveler
    A level up post, as all the cool kids seem to be doing it.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #50
    Registered User
    Guide (Lvl 11)

    airwalkrr's Avatar

    Join Date
    Jun 2003
    Location
    San Antonio, Texas
    Posts
    5,330
    Blog Entries
    42

    Ý Ignore airwalkrr
    An updated Alterius:

    Alterius Bowsinger

    Game Info

    Race: Elf
    Class: Bard
    Level: 1
    Experience: 0
    Hero Points: 1
    Alignment: Neutral Good
    Languages: Common, Elven, Flan, Orc, Sylvan
    Deity: Beory
    Favored Class: Druid

    Abilities

    STR: 11 (+0) - 1 p
    DEX: 16 (+3) - 5 p
    CON: 12 (+1) - 5 p
    INT: 14 (+2) - 2 p
    WIS: 15 (+2) - 7 p
    CHA: 14 (+2) - 5 p

    Combat

    HP: 9 = [1d8 + 1] + 0 (favored class bonus)
    AC: 15 = 10 + 2 (leather) + 0 (shield) + 3 (DEX),
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 12 = 10 + 2 (leather) + 0 (shield)
    INIT: +3 = +3 (DEX)
    BAB: +0 = +0 (Brd1)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 13 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (stat)
    Reflex: +5 = +2 (base) + 3 (stat)
    Will: +4 = +2 (base) + 2 (stat)
    Speed: 30
    Damage Reduction: -
    Spell Resistance: -

    Weapon Stats
    Dagger (melee): +0 = +0 (BAB) + 0 (STR) + 0 (feat) / DMG = 1d4 (S/P), CRIT 19-20/x2

    Shortbow (ranged): +3 = + 0 (BAB) + 3 (DEX) / DMG = 1d6 (P), CRIT 20/x3, Range: 60
    Ammunition: 20 arrows, Special: Point Blank Shot +1 to hit and damage within 30 ft.

    Racial Traits
    Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and Ė2 Constitution.
    Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
    Type: Elves are Humanoids with the elf subtype.
    Base Speed: Elves have a base speed of 30 feet.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Keen Senses: Elves receive a +2 racial bonus on Perception checks.
    Elven Magic: 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.
    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word ďelvenĒ in its name as a martial weapon.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

    Class Features
    Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
    Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bardís spell is 10 + the spell level + the bardís Charisma modifier.
    Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
    The bardís selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bardís choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
    Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard ďlosesĒ the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spellís level.
    Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
    Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
    Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
    At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
    Each bardic performance has audible components, visual components, or both.
    If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
    If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
    Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bardís Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bardís Perform check result for the save. Distraction does not work on effects that donít allow saves. Distraction relies on visual components.
    Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
    Each creature within range receives a Will save (DC 10 + 1/2 the bardís level + the bardís Cha modifier) to negate the effect. If a creatureís saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a Ė4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
    Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
    Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bardís performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
    Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Feats & Traits

    Feats:
    1st lvl- Point Blank Shot: +1 on ranged attacks within 30'.

    Traits:
    A) Devotee of the Green (Faith): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Knowledge (geography)) is always a class skill for you.
    B) Dilettante Artist (Elf): You gain a +1 trait bonus to one category of Perform checks (Sing) and a +1 trait bonus to Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.

    Skills
    Skill Ranks: 8 = [6 (Brd) + 2 (INT)] x 1 (LvL) + 0 (Favored Class)
    Max Ranks: 1
    ACP: -0

    Skill List:
    * = class skill
    Code:
    Total                       Stat Rank CS Misc   ACP
    +3  = Acrobatics*            +3   +0  +0  +0    -0 DEX
    +2  = Appraise*              +2   +0  +0  +0       INT
    +2  = Bluff*                 +2   +0  +0  +0       CHA
    +0  = Climb*                 +0   +0  +0  +0    -0 STR
    +2  = Craft:_____*           +2   +0  +0  +0       INT
    +7  = Diplomacy*             +2   +1  +3  +1$      CHA
    +2  = Disguise*              +2   +0  +0  +0       CHA
    +3  = Escape Artist*         +3   +0  +0  +0    -0 DEX
    +3  = Fly                    +3   +0  +0  +0    -0 DEX
    +2  = Heal                   +2   +0  +0  +0       WIS
    +2  = Intimidate*            +2   +0  +0  +0       CHA
    +3  = Know:Arcana*           +2   +0  +0  +1@      INT
    +3  = Know:Dungeoneering*    +2   +0  +0  +1@      INT
    +3  = Know:Engineering*      +2   +0  +0  +1@      INT
    +4  = Know:Geography*        +2   +0  +0  +1@+1#   INT
    +3  = Know:History*          +2   +0  +0  +1@      INT
    +3  = Know:Local*            +2   +0  +0  +1@      INT
    +8  = Know:Nature*           +2   +1  +3  +1@+1#   INT
    +3  = Know:Nobility*         +2   +0  +0  +1@      INT
    +3  = Know:Planes*           +2   +0  +0  +1@      INT
    +3  = Know:Religion*         +2   +0  +0  +1@      INT
    +6  = Linguistics*           +2   +1  +3  +0       INT
    +8  = Perception*            +2   +1  +3  +2!      WIS
    +3  = Perform: Sing*         +2   +0  +0  +1$      CHA
    +6  = Perform: String Inst.* +2   +1  +3  +0       CHA
    +2  = Profession:_____*      +2   +0  +0  +0       WIS
    +3  = Ride                   +3   +0  +0  +0    -0 DEX
    +2  = Sense Motive*          +2   +0  +0  +0       WIS
    +7  = Sleight of Hand*       +3   +1  +3  +0    -0 DEX
    +6  = Spellcraft*            +2   +1  +3  +0       INT
    +8  = Spellcraft:Identify*   +2   +1  +3  +2!      INT
    +3  = Stealth*               +3   +0  +0  +0    -0 DEX
    +2  = Survival               +2   +0  +0  +0       WIS
    +0  = Swim                   +0   +0  +0  +0    -0 STR
    +6  = Use Magic Device*      +2   +1  +3  +0       CHA
    ! Elf
    @ Bard
    # Devotee of the Green
    $ Dilettante Artist

    Spellcasting

    Code:
    0 Level             1st Level 1/per day
    * Detect Magic      * Unseen Servant
    * Light             * Silent Image
    * Summon Instrument
    * Read Magic

    Equipment
    Code:
    Equipment                  Cost        Weight
    Leather Armor           10     gp     15   lbs.
    Shortbow                30     gp      2   lbs.
    -Ammunition              1     gp      3   lbs.
    Dagger                   2     gp      1   lbs.
    Backpack                 2     gp      2   lbs.
    -Bedroll                  .5   gp      5   lbs.
    -Waterskin               1     gp      4   lbs.
    -Rations (1/1)            .5   gp      1   lbs.
    -Flint and Steel         1     gp      -   lbs.
    -Flasks (3/empty)          .09 gp
    Spell Component Pouch    5     gp      2   lbs.
    Lute, Common             5     gp      3   lbs.
    Belt Pouch               1     gp       .5 lbs.
    
                     Totals: 58.09 gp     38 lbs.
    Treasure: 1 gp, 9 sp, 1 cp Gems:
    Carrying Capacity:
    Light: 38 or less
    Medium: 39 - 76
    Heavy: 77 - 115

    Details

    Size: Medium
    Gender: Male
    Age: 124
    Height: 5' 11"
    Weight: 187
    Hair Color: Blonde
    Eye Color: Green
    Skin Color: Tawny
    Appearance: Comely, handsome, and just a bit rugged
    Demeanor: Polite, thoughtful, and spiritual

    Background
    Alterius was born in the elven kingdom of Celene where he spent most of his formative years. At the youthful age of 90 he began making regular trips to the City of Greyhawk with his father, who was an accomplished magician, when he went to purchase various magical crafting supplies. His father was a master craftsman of magical blades in the court of Celene and fashioned many a magical sword for the bladesingers of the Queen. On his trips to Greyhawk, Alterius would often poke about, visiting the Green Dragon Inn and listening to stories well into the night. He also became interested in archery and began to compete in amateur archery tournaments. In 576, he heard a majestic performance by a harp player named Thalon in the Green Dragon Inn. This player was a remarkable performer who belonged to an order known as the Fochlucan Lyrists. Alterius decided to follow the player as he traveled about the Flanaess for several years, apprenticing himself to the skilled bard and learning many stories and tales along the way. When war broke out in 583, he bade farewell to Thalon and made a very difficult journey back to Celene. There he remained for several years in the relative solitude of the elven kingdom, practicing upon his lute and learning about nature from the elven druids. Following the Treaty of Greyhawk, he decided to visit the Free City once again and eventually began traveling about on his own. He eventually settled down in the village of Diamond Lake where he earned his living as a singer and player of songs.
    Last edited by airwalkrr; Friday, 21st September, 2012 at 03:19 AM.
    Dancing is forbidden!

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