Cruel skies RG


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Werit

[sblock=Background]"Werit: A Dwarf who has forgotten where he placed his tankard of ale; a state of befuddlement." Werit Tograth is veteran of two wars. Since being pressed into service as a medic, Werit hasn't been home for many years and has forgotten some of the essence of what it is to be a dwarf. Werit has seen and experienced a lot, not all of it pleasant. Not quite right in the head, Werit is prone to saying the wrong thing at the wrong time to the wrong people. He frequently--even if inadvertently--mangles things and has a knack with fire.[/sblock]
Male Dwarf Cleric 4
Deity: Gorum
Domains: Destruction, War
Alignment: CN

[sblock=Stats]Str 14
Dex 12
Con 16
Int 11
Wis 17
Cha 10

Init: +1
HP: 33
AC: 20 = 10+ [base] +1 [Dex] +7 [+1 Breastplate] +2[Heavy Steel Shield]
BAB: +3
CMB +5 = +3 BAB +2 [Str]
CMD 16 = 10 +3 [BAB] +2 [Str] +1 [Dex]

+1 Dwarven waraxe +6, 1d10+3, 20/x3
Greatsword +5, 2d6+3, 19-20/x2
Light crossbow +4, 1d8, 19-20/x2, 80'

Fort: 8
Ref: 3
Will: 8

Feats: Endurance, Diehard

Skills:
Heal +10 = 4 ranks +3 [Wis] +3 [class skill]
Knowledge (religion) +7 = 4 ranks +0 [Int] +3 [class skill]
Spellcraft +7 = 4 ranks +0 [Int] +3 [class skill]

Spells:
(4/day) 0: Create water, Detect Magic, Read Magic, Stabilize
(4/day+D) 1: Bless, Shield of Faith, Endure Elements, Protection from Law, True Strike*
(3/day+D) 2: Hold Person, Lesser Restoration, Bull's Strength, Shatter*

Equipment:
+1 Dwarven Waraxe
Greatsword
Light Crossbow
20 crossbow bolts
Heavy Steel Shield
+1 Breastplate
Cloak of Resistance +1
Backpack
2 x Caltrops
1 x Oil
Belt Pouch
Soap
2 x Waterskin
7 days' food rations
Holy Symbol, stone
Traveler's Outfit
Antitoxin
Thunderstone
Holy Water
Elixir of Hiding
Wand of cure light wounds (caster level 1), 49 charges
Tyrien's grappling hook
Tyrien's 50' silk rope

PP: 9
GP: 6
SP: 4

[sblock=Dwarf Racial Traits]+2 Con
+2 Wis
-2 Cha
Spd 20
Darkvision 60
+4 Dodge to AC vs giants
+2 Appraise non-magical goods containing metal or gems
+1 atk vs orcs and goblins
+2 saves vs poison, spells, spell-like abilities
+4 CMD vs bull rush or trip
+2 Perception vs stonework, auto w/i 10'
Proficient with battleaxes, heavy picks, warhammers, and any wpn w/ "dwarven" in its name
Languages: Common, Dwarven[/sblock]
[sblock=Class Features]Simple weapon proficiency
Shield proficiency (except tower shields)
Light, medium armor proficiency
Aura: Chaos
Channel positive energy
Spells, Orisons
Domains (Destruction, War)
Spontaneous Casting (healing)
Aligned Spells: can't cast lawful spells due to CN alignment
Bonus Languages (available, not taken due to low Int)
[/sblock] [/sblock]
 
Last edited:

Padreigh

First Post
Elerion Willowsong

Chaotic Good Half-Elf, Rogue 2/Bard 2


HP: 8 + (3x4.5) + 4x1 + 4 (Fav. Class) = 29.5 = 29

STR 10 DEX 16 Con 12 Int 14 Wis 10 Cha 16

Fort: +2 Will: +4 Ref: +10

AC: 22 (18 flatfooted, 14 touch)

Class Abilities: Trapfinding, Evasion, Versatile Performance (Strings)

Feats: Weapon Finesse (Rogue Talent), Dodge, Skill Focus (Perform: Singing) - Half-Elf bonus feat, Shield Focus

Skills:
Acrobatics 4 (+10), Disable Device 4 (+10), Linguistics 2, Knowledge: Dungeoneering 2 (+7), Sense Motive 4 (+7), Perception 4 (+9), Perform (Singing) 4 (+13), Perform (String Instruments) 4 (+10), Stealth 4 (+10), Spellcraft 4 (+9)

Spells:
0: Mending, Detect Magic, Prestidigitation, Resistance, Mage hand
1: Cure Lt. Wounds, Identify, Featherfall

Equipment (32lb):
Mithral Chainshirt +1
Rapier +1 (AB: +6 Dam: 1d6+1 18-20/x2)
MW Shortbow (AB:+6 Dam:1d6 20/x3)
Dagger (AB: +5 Dam: 1d4)
20 Arrows
MW Lute
Heavy Darkwood Shield
Cloak of Resistance + 1
Waterskin
Backpack
Bedroll
Rations (4)

29.9 GP

Description:

Elerion is a happy-go-lucky fellow. His tendency to disregard laws if he considers them to be stupid or oppressive have gotten him into a fair share of trouble, but somehow he always managed to escape with his skin more or less intact.
While he picked up some of the arts of a rogue, he never uses them for profit, instead prefering to perform for a living. He is very slow at picking fights, but always willing to lend a helping hand to those who suffer.
 
Last edited:

ghostcat

First Post
[sblock="Throrg"]
[sblock=Game Info]
Race: Human
Class: Barbarian(4)
Level: 4
Experience: 9000
Alignment: Chaotic Neutral
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR 19 (+4) [base 16] {10 pts} + 2 [Racial] +1 [4th level]
DEX 12 (+1) [base 12] {2 pts}
CON 16 (+3) [base 16] {10 pts}
INT 8 (-1) [base 8] {-2 pts}
WIS 10 (+0) [base 10] {0 pts}
CHA 10 (+0) [base 10] {0 pts}
[/sblock]
[sblock=Combat]
HP: 52 = [(4d12)+20]
AC: 16 = 10 + 4 [Armor] + 0 [shield] + 1 [DEX] + 1 [Natural Armor (amulet)]
Touch: 11 = 10 + 1 [DEX] + 1 [Natural Armor (amulet)]
Flatfooted: 16 = 10 + 4 [Armor] + 0 [shield] + 1 [Natural Armor (amulet)]
INIT: +1 = +1 [DEX]
BAB: +4 = +4[Barbarian]
CMB: +8 = +4 (STR) +4 (BAB)
CMD: 19 = 10 +4 (STR) +1 (DEX) +4 (BAB)
Fort: +7 = +4 [base] + 3 [CON]
Reflex: +2 = +1 [base] + 1 [DEX]
Will: +1 = +1 [base]
Speed: 40 ft.
Damage Reduction:
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Crossbow, Heavy +5 = +4 [BAB] +1 [DEX] / DMG = 1d10, 19-20x2, 120 ft. [Range]
Dagger +8 = +4 [BAB] +4 [STR] +0 [feat] / DMG = 1d4+4, 19-20x2
Dagger (Thrown) +5 = +4 [BAB] +1 [DEX] +0 [feat] / DMG = 1d4+4, 19-20x2, 10 ft. [Range]
Greatsword +1 +10 = +4 [BAB] +4 [STR] +1 [magic] / DMG = 2d6+7, 19-20x2
[/sblock]
[sblock=Racial Traits]
+2 to any one ability - STR raised
Bonus Feat
Size: Medium
Skilled
Speed: 30'
[/sblock]
[sblock=Class Features]
Fast Movement
Rage
Rage Power:
- Guarded Stance
- Strength Surge
Trap Sense (+1)
Uncanny Dodge
[/sblock]
[sblock=Feats]
Class Feats:
Armor Proficiency, Light
Armor Proficiency, Medium
Martial Weapon Proficiency
Shield Proficiency
Simple Weapon Proficiency

Feats:
Human Bonus Feat: Toughness
1st level Feat: Weapon Focus (Greatsword)
4th Level Feat: Intimidating Prowess
[/sblock]
[sblock=Skills]
Skill Points: 16 16 4*(4 [Class] -1 [INT] +1 [Human])
Max Ranks: 4/4 ACP: +0
Skills:
Acrobatics +6 = +2 [ranks] +1 [Dex] +3[Class] -0 [ACP]
Climb +11 = +4 [ranks] +4 [Str] +3[Class] -0 [ACP]
Intimidate +9 = +2 [ranks] +0 [Cha] +3[Class] +4[Feat:Intimidating Prowess]
Perception +7 = +4 [ranks] +0 [Wis] +3[Class]
Survival +7 = +4 [ranks] +0 [Wis] +3[Class]
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Amulet of Natural Armor +1               2000gp 0.02lbs
Backpack                                 2gp    2lbs
- Climber's Kit                          80gp   2lbs
- Everburning Torch                      110gp  2lbs
- Traveler's Outfit                      0cp    2lbs
- Rope (Silk/50 ft.)                     10gp   2lbs
- Tent                                   10gp   2lbs
- Torch                                  1cp    2lbs
- Torch                                  1cp    2lbs
- Waterskin (Filled)                     1gp    2lbs
- Waterskin (Filled)                     1gp    2lbs
- Waterskin (Filled)                     1gp    2lbs
- Waterskin (Filled)                     1gp    2lbs
- Waterskin (Filled)                     1gp    2lbs
- Waterskin (Filled)                     1gp    2lbs
Bolts, Crossbow (10)                     1gp    1lbs
Crossbow, Heavy                          50gp   8lbs
Dagger                                   2gp    1lbs
Greatsword +1                            2350gp 8lbs
Mithral Shirt                            1100gp 10lbs
Outfit (Hot-Weather)                     8gp    4lbs
Pouch (Belt)                             1gp    0.5lbs
- Flint and Steel                        1gp    8lbs
- Potion of Cure Light Wounds            50gp   8lbs
- Potion of Cure Light Wounds            50gp   8lbs
- Potion of Cure Light Wounds            50gp   8lbs
Treasure: 118gp, 9sp, 8cp Gems:
Total weight carried: 92.52 lbs. (Light)
Light: 116, Medium: 233, Heavy: 350
Maximum weight possible: 350 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 17
Height: 6' 6"
Weight: 225 lbs.
Hair Color: brown
Eye Color: brown
Skin Color: bronze[/sblock] [/sblock]
 

perrinmiller

Adventurer
LieraAvatar2.jpg
Sharliel.jpg


Tyrien e'Drianne
Female Half-elven Ranger; Level 4

Character Sheet

Appearance: Lithe girlish looks with an athletic build. She is moderately attractive but doesn’t worry or care about it, often having her hair a little unkempt with a smug of dirt on her face. She has green eyes and long brown hair that tends to be unruly, pretty loose around her head, but a pony tail that starts at the base of her neck tied with a leather thong and then running halfway down her back.

Personality
: Tyrien believes in helping others, but doesn't really respect the laws for their sake alone. She still retains some elvish stoicism, but she doesn't have their patience to match. She is adventuresome and brave, but still practical. She can be childish at time and not very courtly in her manners. She is more at home with animals that people sometimes.

[Sblock=Background]Normally the wood elves of her community avoided the civilizations of man but Tyrien e’Drianne was always a little bit rebellious and enjoyed exploring, probably because of her lineage being only part elven. After straying too far, she ended up taken from her home in the forest before hitting puberty. She was fairly young for a half-elf and finished her adolescence among the humans and living in the impoverished slums. During her quicker than expected need to fend for herself in the cities, she picked up her skills from living off the street with other street urchins. Luckily she was stronger and quicker than average and this kept her from getting into too much trouble, and also avoiding the authorities. Being as dirty as she was, with unkempt hair, she was often mistaken for other human children orphaned or abandoned to fend for themselves and her elven blood was often overlooked.

Tyrien believes in helping others, but doesn't really respect the laws for their sake alone. In these altercations she ended up learning her beginning fighting skills and particularly with a bow. After some trouble with local thugs of the resident thieves' guild, she got caught up in helping and protecting the other children. Eventually she had to flee the city to avoid the price they put on her head and she made it back to the woods to begin her career more in tune with nature. She continued to develop her skills with the bow and helping others. However, the influences of her city life upbringing keep her from really being content to stay among the elven civilizations. She still retains some elvish stoicism, but she doesn't have their patience to match. Having been separated from her family and never returned, she feels more in common with the shorter lived humans that she has known.

Tyrien began adventuring as a way to gain experience and meet new people, tending avoid trouble personally but usually gets into it anyway trying help others in need. While gaining experience she has become adept at fighting the walking dead, mostly from her earlier career being spent near an invested series of ancient mausoleums. Recently she has traveled to Vhol seeking adventure or another form of employment. She completed her ritual to call upon a young lioness, Sharliel, to join in her adventures as a faithful companion. Spending several weeks together in the plains around Vhol, Tyrien and Sharliel learned to work together. Her combat trained horse, Buck, also learned to tolerate and trust the lioness.

Hearing of a need for experienced rangers, she ventured from Vhol across the desert to Trader’s rest to investigate the possibilities.[/Sblock][Sblock=Sharliel]Lion Animal Companion (Medium, female)
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Initiative: +3
AC 14 (11FF); HP 15 (2HD); Speed 40ft
SV: +4 Fort; +6 Ref; +2 Will
Atk: Bite +4 (1d6+1); 2 Claws -1 (1d4+1)
Skills: Acrobatics +7; Perception +6; Stealth +11 (+15 in Undergrowth)
Feats: Weapon Finesse
Bonus Trick: Attack
Tricks: (6 Max): Come, Seek, Defend, Down, Heel, Fetch)
Link (+4 Handle Animal, Wild Empathy as Free Action)
Share Spells[/Sblock]
 
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GandalfMithrandir

First Post
Half-Orc Fighter

[sblock=Oog]
[sblock=Game Info]
Race:Half-Orc
Class: Fighter
Level: 4
Experience: 0
Alignment: CG
Languages: Common, Orc, Goblin
Deity: [/sblock]
[sblock=Abilities]
STR: 20 (13 points) +2 Racial Bonus +1 Level 4
DEX: 12 (2 points)
CON: 14 (5 points)
INT: 12 (2 points)
WIS: 10 (0 points
CHA: 8 (-2 points)
[/sblock]
[sblock=Combat]
HP: 42 = [4d10 + 8] + 4 (favored class) + 4 (toughness {3+1 [4th level]})
AC: 20 = 10 + 9 (armor) + 1 (DEX)
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 19 = 10 + 9 (armor)
INIT: +1 = +1 (DEX)
BAB: +4 = +4 (class/es)
CMB: +9 = +5 (STR) + 4 (BAB)
CMD: 20 = 10 + 4 (BAB) + 5 (STR) + 1 (DEX)
Fort: +6 = +4 (base) + 2 (stat) + 0 (misc)
Reflex: +2 = +1 (base) + 1 (stat) + 0 (misc)
Will: +1 = +1 (base) + 0 (stat) + 0 (misc)

Speed: 20'
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
List as follows:
Greataxe: +11 = +4 (BAB) + 5 (Stat) +1 (feat) +1 (magic) (1d12+10)20 X3
Battleaxe: +9 = +4 (BAB) + 5 (Stat) (1d8+5)20 X3[/sblock]
[sblock=Racial Traits]
* +2 bonus to any one ability
* Size: Medium
* Base speed: 30'
* Darkvision 60'
* Intimidate +2
* Orc Blood: treated as both human and an orc for any effect related to race
[/sblock]
[sblock=Class Features]
Bonus Feat at 1st, 2nd and 4th lvl (selected from those allowed to a fighter as a bonus feat)
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum dexterity bonus allowed[/sblock]
[sblock=Feats]
Weapon Focus (Greataxe) (bonus fighter 1st lvl)
Power attack (1st level)
Cleave (bonus fighter 2nd level)
Toughness (3rd level)
Weapon Specialization (Greataxe) (bonus fighter 4th level)[/sblock]
[sblock=Skills]
Skill Points: 12 = [2 + 1]
Max Ranks: 4 ACP: -6
Skill List:
Survival: +7 = +4 (ranks) + 0 (modifier) + 3 (class skill) + 0 (feat/misc) + 0 (magic) - 0 (ACP)
Craft (Weapons): +8 = +4 (ranks) + 1 (modifier) + 3 (class skill) + 0 (feat/misc) + 0 (magic) - 0 (ACP)
Intimidate: +8 = +4 (ranks) - 1 (modifier) + 3 (class skill) + 2 (feat/misc) + 0 (magic) - 0 (ACP)[/sblock]
[sblock=Equipment]
Code:
Item                                  Cost         Weight
+1 Greataxe                        2320 gp   12 lbs
Mwk Battleaxe                     310 gp     6 lbs       
Full Plate                            1,500 gp   50 lbs
Heavy Steel Shield               20 gp       15 lbs
2 days trail rations               1 gp         2 lbs
waterskin                           1 gp         4 lbs



After equipment list
Treasure: 1848 gp, 0 sp, 0 cp Gems: none
Total weight carried: 89 lbs (light)
Maximum weight possible: 133: light, 266: medium, 400: max[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 30
Height: 6'6"
Weight: 200 lbs
Hair Color: Black
Eye Color: Green
Skin Color: Deep Tan
Appearance: This tall person stands before you, with two small tusks protruding out of his mouth, deeply tanned skin and short greasy hair.
Demeanor: Oog is intelligent as half-orcs go, he is easy going and quick to laugh at jokes.
Background: Oog grew up among Orcs in the mountains, where he learned to fight, he eventually decided to leave in search of adventures and he soon met up with the current group.
[/sblock][/sblock]


Now my mini stat block:

[sblock=Mini Stat Block]
HP: 36/36
AC: 20, Touch 11, Flat Footed 19
Initiative: +1
CMB: +9
CMD: 20
Fort: +6
Ref: +2
Will +1
Speed 20'

Greataxe: +11 = +4 (BAB) + 5 (Stat) +1 (feat) +1 (Magic) (1d12+10)20 X3
Battleaxe: +9 = +4 (BAB) + 5 (Stat) (1d8+5)20 X3

Darkvision 60'
Perception +0
Survival +7[/sblock]
 
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s@squ@tch

First Post
[sblock="Hedowin"]
[sblock=Game Info]
Race: Human
Class: Wizard(4)
Level: 4
Experience: 9000
Alignment: True Neutral
Languages: Common
Deity: [/sblock]
[sblock=Abilities]
STR 8 (-1) [base 8] {-2pts}
DEX 13 (+1) [base 12] {2 pts}
CON 12 (+2) [base 14] {2 pts}
INT 18 (+4) [base 15] {7 pts} +2 racial +1 4th Lvl
WIS 10 (+0) [base 10] {0 pts}
CHA 16 (+3)[base 16] {10 pts}
[/sblock]
[sblock=Combat]
HP: = [(4d6)+4]
AC: 11 = 10 + 0 [Armor] + 0 [shield] + 1 [DEX]]
Touch: 11 = 10 + 1 [DEX]
Flatfooted: 10 = 10 + 0 [Armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +2 = +2[Wizard]
CMB: +1 = -1 (STR) +2 (BAB)
CMD: 12 = 10 -1 (STR) +1 (DEX) +2 (BAB)
Fort: +2 = +1 [base] + 1[CON]
Reflex: +2 = +1 [base] + 1 [DEX]
Will: +4 = +4 [base]
Speed: 30 ft.
Damage Reduction:
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Dagger +1 = +2[BAB] -1 [STR] +0 [feat] / DMG = 1d4-1, 19-20x2
Dagger (Thrown) +3= +2 [BAB] +1 [DEX] +0 [feat] / DMG = 1d4-1, 19-20x2, 10 ft. [Range]
[/sblock]
[sblock=Racial Traits]
+2 to any one ability - INT raised
Bonus Feat
Size: Medium
Skilled
Speed: 30'
[/sblock]
[sblock=Class Features]

Favored School: Illusion
Opposition Schools: Enchantment, Necromancy

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


[/sblock]
[sblock=Feats]
Class Feats:

Feats:
Human Bonus Feat:
1st level Feat:
3rd Level Feat:
[/sblock]
[sblock=Skills]
Skill Points: 28 4*(2 [Class] +4 [INT] +1 [Human])
Max Ranks: 4/4 ACP: +0
Skills:
Appraise +11 = +4 [ranks] +4 [INT]+3[Class] -0 [ACP]
Craft (Alchemy) = +11 = +4 [ranks] +4 [INT] +3[Class]
Fly +6 = +2 [ranks] +1 [Dex] +3[Class]
Knowledge (Nature) +9 = +2 [ranks] +4 [INT] +3[Class]
Knowledge (Planar) +11 = +4 [ranks] +4 [INT] +3[Class]
Knowledge (Dungeoneering) +11= +4 [ranks] +4 [INT] +3[Class]
Knowledge (Arcana) +11 = +4 [ranks] +4 [INT] +3[Class]
Spellcraft +11 = +4 [ranks] +4 [INT] +3[Class]
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Backpack                                 2gp    2lbs
- Traveler's Outfit                      0cp    2lbs
- Rope (Silk/50 ft.)                     10gp   2lbs
- Tent                                   10gp   2lbs
- Waterskin (Filled)                     1gp    2lbs
Dagger                                   2gp    1lbs
Pouch (Belt)                             1gp    0.5lbs
- Flint and Steel                        1gp    8lbs
- Potion of Cure Light Wounds            50gp   -lbs
- Potion of Cure Light Wounds            50gp   -lbs
- Potion of Cure Light Wounds            50gp   -lbs
Treasure: 118gp, 9sp, 8cp Gems:
Total weight carried: lbs. (Light)
Light: 26, Medium: 53, Heavy: 80
Maximum weight possible: 160 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 19
Height: 5' 6"
Weight: 135 lbs.
Hair Color: black
Eye Color: brown
Skin Color: Pale[/sblock] [/sblock]
 
Last edited:

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