Airwalkrr's Expedition to Castle Ravenloft RG


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Floch

Chaotic Good Caliban Male Barbarian 1 / Fighter 5

Strength 16 (+3)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 7 (-2)
Wisdom 10 (+0)
Charisma 6 (-2)

HP: 59 (12+5d10[5,4,4,9,10]+15)
Speed: 30 feet [barbarian]
Armor Class: 22 = 10 +1 [dexterity] +9 [Armor] +2 [Buckler]
Touch AC: 11
Flat-footed: 21

Initiative modifier: +5 = +1 [dexterity] +4 [Feat]
Fortitude save: +12 = 6 [base] +3 [constitution] +2 [great fortitude] +1 [Cloak]
Reflex save: +3 = 1 [base] +1 [dexterity] +1 [Cloak]
Will save: +2 = 1 [base] +1 [Cloak]
Fear check: +1/+5 = +1 [will save] +4 [Rage]
Horror check: -1/+3 = +1 [will save] -2 [innocent] +4 [Rage]
Madness check: +1/+5 = +1 [will save] +4 [Rage]
Attack (handheld): +9/+4 = 6 [base] +3 [strength]
Attack (GreatSword): +10/+5
Attack (missile): +7/+2 = 6 [base] +1 [dexterity]
Grapple check: +9/+4 = 6 [base] +3 [strength]

[sblock=Feats]
Improved Initiative.
Great Fortitude
Power Attack
Cleave
Great Cleave
Weapon Focus (Great Sword)
[/sblock]
[sblock=Class and Race traits]
Caliban
• +2 strength / -2 intelligence / -2 charisma (already included)
• Darkvision (see 60 feet in pitch-dark)

Barbarian
• Fast Movement (already included)
• Illiteracy (2 skill points to learn to read)
• Rage 1/day - +4 to Str. +4 Con, +2 on Will, –2 to AC, +4 bonus to Fear, Horror, and Madness
[/sblock]
[sblock=Skills]
Skill Name (Key Ability) Skill Modifier = Ability Modifier + Ranks + Misc. Modifier
Climb Str* 6 = +3 +3
Hide Dex* 1 = +1
Jump Str* 5/9 = +3 +2 +4 [speed 40 w/o armor]
Listen Wis 1 = +0 +1
Move Silently Dex* 1 = +1
Search Int -2 = -2
Spot Wis 0 = +0
Survival Wis 3 = +0 +3
Swim Str 7 = +3 +4
[/sblock]
[sblock=Equipment]
Greatsword +1 (2350gp)
Full plate +1 (2650gp)
Buckler +1 (1315)
Cloak of resistance +1 (1000gp)
Potions:
3 CLW
1 hide from undead
1 Remove fear.
2 enlarge person
2 bulls Str.
3 CMW
1 Heroism
2 Shield of Faith

Wealth: 35 gold coins
[/sblock]

Floch was raised as a barbarian mutant with a group of nomads. When they reached Barovia some few years back he was abandoned and a blacksmith took him under his custody as a servant.
 
Last edited:

wolfattack

First Post
For my Character Sheet,take a look here Barty Vylinu.

Background:
Barty was raised with his uncle in the town of Tevkarest,on Borca. his parents were killed by a pack of wolfes while traveling outside the domain in a business trip.Barty was not with them at the time because he was just a baby and his parents thought the trip could be dangerous for him. his uncle,a old wizard take him and started the boy in the ways of magic. when Barty was at the age of 18,he left his home town to search for more knowledgment and power in the ways of magic. his searchs have led him to Barovia,and to the town of same name,where he read in a half burned tome he found on one of his journeys,about ''great secrets hidden in the land of mist''.
 

cool hand luke

First Post
Branth Silverleaf
________________________________________
Male ELF druid 6
Neutral Good

Strength 12 (+1)
Dexterity 16 (34)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 17 (+3)
Charisma 9 (-1)

Hit Points: 35
Speed: 30 feet
Armor Class: 16 = 10 + 3 [dexterity] + 3 [Armor]
Touch AC: 13
Flat-footed: 13

Initiative modifier: +3 = + 3 [dexterity]
Fortitude save: +7 = 5 [base] + 1 [constitution] + 1 [Cloak]
Reflex save: +6 = 3 [base] + 2 [dexterity] +1 [Cloak]
Will save: +9 = 5 [base] + 3 [wisdom] + 1 [Cloak]
Attack (handheld): +5 = 4 [base] + 1 [strength]
Attack (missile): +7 = 4 [base] + 3 [dexterity]


Weapons:
Mw longsword +6 1d8+1 19-20X2
MW longbow +8 1d8 X3
Dagger +5 1d4+1 19-20x2

Feats
1st spell focus conjuration
3rd augment summoning
6th Natural Spell

Class Features
Nature Sense +2 knowledge nature and survival
Wild Empathy improve attitude of animals
Woodland stride
Trackless step
Resist natures lure
Wild shape (2x day)
Animal companion
Leopard (Stanley)

Spells

0 5/day
light
mending
create water
read magic x2

1st 4/day
Longstrider
Obscuring mist
Endure elements

2nd 4/day
Spider climb
Animal trance
Heat metal
Warp wood

3rd 3/day
Call lightning
Spike growth
Wind wall

SKILL NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS


Appraise¹ INT 2 = 2 + 0 + 0

Balance¹ DEX* 3 = 3 + 0 + 0

Bluff¹ CHA -1 = -1 + 0 + 0

Climb¹ STR* 1 = 1 + 0 + 0

Concentration¹ CON 10 = 1 + 9 + 0

Craft skills…¹ INT 2 = 2 + 0 + 0

Craft (poisonmaking)¹ INT 2 = 2 + 0 + 0

Diplomacy¹ CHA -1 = -1 + 0 + 0

Disguise¹ CHA -1 = -1 + 0 + 0

Escape Artist¹ DEX* 3 = 3 + 0 + 0

Forgery¹ INT 2 = 2 + 0 + 0

Gather Information¹ CHA -1 = -1 + 0 + 0

Handle Animal CHA 8 = -1 + 9 + 0

Heal¹ WIS 7 = 3 + 4 + 0

Hide¹ DEX* 3 = 3 + 0 + 0

Intimidate¹ CHA -1 = -1 + 0 + 0

Jump¹ STR* 1 = 1 + 0 + 0

Knowledge (nature) INT 13 = 2 + 7 + 4

Listen¹ WIS 13 = 3 + 8 + 2

Move Silently¹ DEX* 3 = 3 + 0 + 0

Perform skills ...¹ CHA -1 = -1 + 0 + 0

Ride¹ DEX 5 = 3 + 0 + 2

Search¹ INT 4 = 2 + 0 + 2

Sense Motive¹ WIS 3 = 3 + 0 + 0

Spot¹ WIS 13 = 3 + 8 + 2

Survival¹ WIS 14 = 3 + 9 + 2

Swim¹ STR** 1 = 1 + 0 + 0

Use Rope¹ DEX 3 = 3 + 0 + 0
 
Last edited:

kinem

Adventurer
Don Bonton

Don Bonton, CG gnome sorcerer 6, xp 15,000
hp 31 (6d4+12), move 20', BAB +3, grapple -4

AC 12 (+1 size, +1 dex), touch 12, flatfooted 12

with mage armor (typical):
AC 16 (+1 size, +1 dex, +4 mage armor), touch 12, flatfooted 16

Str 4
Dex 13
Con 15
Int 12
Wis 8
Cha 17

carrying capacity: max light load 9.75 lbs, medium 19.5 lbs, heavy 30 lbs

gnome :+2 con, -2 str (included); level 4: +1 str

saves: Fort +4, Ref +3, Will +4 (+6 vs illusions)

attack:
crossbow +6 ranged (1d6, crit 19-20/x2, 80' range increment, reload as move action)
or unarmed strike +1 melee (1d2-3 nonlethal, draws AOO from armed opponent)

gnome: low-light vision, can speak with animals (only burrowing mammal such as badger, fox, rabbit) as spell 1/day (1 min)
spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13

languages: Darkonese, Gnome, and Balinok

sorcerer:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skills (ranks/total): Bluff 9/12, Concentration 9/11 (15 combat casting), Spellcraft 9/10, Spot 0/-1, Listen 0/1, Craft (alchemy) 0/3, Hide 0/5, appraise 0/1 (3 with scale)

Feats: eschew materials, combat casting, still spell

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

spells known: DC 13 + spell level (#illusion = +1 DC)
7 0th, 4 1st, 2 2nd, 1 3rd lev

0th: acid splash, detect magic, detect poison, ghost sound# (6 rnds, Will disbelief), light (60 min), message, read magic

1st: magic missile (3 missiles, 1d4+1 each), mage armor (+4 AC, 6 hr), shield (+4 AC, 6 min), protection from evil (1 creature, 6 min, +2 AC and saves vs evil, blocks domination)

2nd: minor image# (640' range, up to ten 10' cubes, conc + 2 rounds, Will disbelief), glitterdust (160' range, 6 rounds, Will neg)

3rd: fireball (6d6, Reflex half DC 16)

spells/day:
6 0th, 7 1st, 6 2nd, 3 3rd lev

# Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

# +1 racial bonus on attack rolls against kobolds and goblinoids.
# +4 dodge bonus to Armor Class against monsters of the giant type.
# +2 racial bonus on Listen & Craft (alchemy) checks.

equipment:

handy haversack, (2k, 5 lb)
wand of web (4,500 gp; 50 charges)
wand of ray of enfeeblement (CL 2nd; 5 charges)
bag of tricks, gray (900 gp, 10 min 10/week, 0 lbs)
potions of CLW (x4, 200 gp, 0 lbs)
potion of remove curse (750 gp)
potion of remove disease (750 gp)
potion of remove blindness/deafness (750 gp)
potion of cure moderate wounds
dust of tracelessness
salve of slipperiness

Lightbringers membership (100 gp)
Alchemical Sun Flash (x2, 100 gp)
Alchemical Vampire Repellent (x2, 250 gp)

antitoxins (x2, 100 gp, 0 lb)
tanglefoot bags (x2, 100 gp, 8 lb but kept in haversack for 0 lb)
thunderstones (x2, 60 gp, 2 lb but kept in haversack for 0 lb)
smokesticks (x2, 40 gp, 1 lb kept in haversack for 0 lb)
small bedroll (1 sp, 1.25 lb, kept in haversack for 0 lb)
magnifying glass (100 gp, 0 lb)
small trail rations (10 days, 5 gp, 2.5 lb kept in haversack for 0 lb)
waterskin (1 gp, regular size, 4 lb kept in haversack for 0 lb)
merchant's scale (2 gp, +2 to appraise by weight, 1 lb kept in haversack for 0 lb)
9 sp, 14 gp (0.5 lb)
47 gp, 53 pp (1.2 lb, kept in haversack for 0 lb)

-a warpony with exceptional statistics (Str 17, Dex 15, Con 16, Int 2, Wis 11, Cha 4) worth 150 gp
-a military saddle
-saddlebags (to carry feed)

total 7 lbs carried (if above magic items included)


Description:
Born in the gnomish enclave of Wildwood in Darkon, Don Bonton was a sickly child to begin with, and he was struck with a near-fatal disease as a child, which left him very weak even for a gnome. Luckily, he also displayed considerable magical talent, which gave him a source of enjoyment and status which he otherwise would not have had. He is very aware of his limitations but believes that through careful planning and use of magic he can overcome them.

The one friend who he could always count on to watch his back was Drindle Noorose. One day, the two of them were camping in the woods. Don went off to refill his waterskin, and when he returned, he found Drindle dead. There were cuts on Drindle's throat, forehead and arms - not ragged tears like could be caused by a wild animal, but precise as if made by a very sharp knife, and arranged in a strange pattern.

Don vowed revenge on the murderer but there was no sign of him. Years passed. Then a traveller - Samuel Burke - passed through Wildwood and related a very similar tale - but the murder was recent, and in Barovia.

Don never felt there was much for him in Wildwood anyway. He set out for Barovia, looking for clues and potential allies. He's had some adventures on the way but so far has not heard any more about the murders.

He is 3' 3" tall and weighs 43 lb, with black hair and green eyes.
 
Last edited:

yanmoyiie

First Post
Branth Silverleaf
________________________________________
Male ELF druid 6
Neutral Good

Strength 12 (+1)
Dexterity 16 (34)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 17 (+3)
Charisma 9 (-1)

Hit Points: 35
Speed: 30 feet
Armor Class: 16 = 10 + 3 [dexterity] + 3 [Armor]
Touch AC: 13
Flat-footed: 13

Initiative modifier: +3 = + 3 [dexterity]
Fortitude save: +7 = 5 [base] + 1 [constitution] + 1 [Cloak]
Reflex save: +6 = 3 [base] + 2 [dexterity] +1 [Cloak]
Will save: +9 = 5 [base] + 3 [wisdom] + 1 [Cloak]
Attack (handheld): +5 = 4 [base] + 1 [strength]
Attack (missile): +7 = 4 [base] + 3 [dexterity]


Weapons:
Mw longsword +6 1d8+1 19-20X2
MW longbow +8 1d8 X3
Dagger +5 1d4+1 19-20x2

Feats
1st spell focus conjuration
3rd augment summoning
6th Natural Spell

Class Features
Nature Sense +2 knowledge nature and survival
Wild Empathy improve attitude of animals
Woodland stride
Trackless step
Resist natures lure
Wild shape (2x day)
Animal companion
Leopard (Stanley)

Spells

0 5/day
light
mending
create water
read magic x2

1st 4/day
Longstrider
Obscuring mist
Endure elements

2nd 4/day
Spider climb
Animal trance
Heat metal
Warp wood

3rd 3/day
Call lightning
Spike growth
Wind wall

SKILL NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS


Appraise¹ INT 2 = 2 + 0 + 0

Balance¹ DEX* 3 = 3 + 0 + 0

Bluff¹ CHA -1 = -1 + 0 + 0

Climb¹ STR* 1 = 1 + 0 + 0

Concentration¹ CON 10 = 1 + 9 + 0

Craft skills…¹ INT 2 = 2 + 0 + 0

Craft (poisonmaking)¹ INT 2 = 2 + 0 + 0

Diplomacy¹ CHA -1 = -1 + 0 + 0

Disguise¹ CHA -1 = -1 + 0 + 0

Escape Artist¹ DEX* 3 = 3 + 0 + 0

Forgery¹ INT 2 = 2 + 0 + 0

Gather Information¹ CHA -1 = -1 + 0 + 0

Handle Animal CHA 8 = -1 + 9 + 0

Heal¹ WIS 7 = 3 + 4 + 0

Hide¹ DEX* 3 = 3 + 0 + 0

Intimidate¹ CHA -1 = -1 + 0 + 0

Jump¹ STR* 1 = 1 + 0 + 0

Knowledge (nature) INT 13 = 2 + 7 + 4

Listen¹ WIS 13 = 3 + 8 + 2

Move Silently¹ DEX* 3 = 3 + 0 + 0

Perform skills ...¹ CHA -1 = -1 + 0 + 0

Ride¹ DEX 5 = 3 + 0 + 2

Search¹ INT 4 = 2 + 0 + 2

Sense Motive¹ WIS 3 = 3 + 0 + 0

Spot¹ WIS 13 = 3 + 8 + 2

Survival¹ WIS 14 = 3 + 9 + 2

Swim¹ STR** 1 = 1 + 0 + 0

Use Rope¹ DEX 3 = 3 + 0 + 0


his parents were killed by a pack of wolfes while traveling outside the domain in a business trip.Barty was not with them at the time because he was just a baby and his parents thought the trip could be dangerous for him. his uncle,a old wizard take him and started the boy in the ways of magic. when Barty was at the age of 18,he left his home town to search for more knowledgment and power in the ways of magic


_________________________________________________


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