Ruik's Carrion Crown


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  1. #1
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    Acolyte (Lvl 2)

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    Ruik's Carrion Crown

    here we are post'm up!

 

  • #2
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    Waghalter (Lvl 7)



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    Rijel, elf magus

    Rijel, male elf magus 1, NG

    Spoiler:
    HD 1d8+3, hp 11
    move 30', BAB +0, CMD 19, CMB +5
    saves Fort +4, Reflex +5, Will +2 (+4 vs. enchantment)

    AC 18 (+5 dex, +3 armor), touch 15, ff 13

    att longsword +4 melee (1d8+6, 19/x2) or one handed +4 melee (1d8+4, 19/x2)
    att longbow +5 ranged (1d8+3, 20/x2, 110' range inc)

    str 18/+4
    dex 20/+5
    con 14/+2
    int 20/+5
    wis 10/+0
    cha 10/+0

    elf: low-light vision, immune to magic sleep, +2 to save vs enchantment, +2 vs SR, +2 spellcraft to ID items, +2 perception

    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.

    The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

    Skill Ranks per Level: 2 + Int modifier.

    skills (ranks/tot; acp=0): climb 1/8, knowledge (arcana) 1/9, spellcraft 1/9 (11 to ID items), swim 1/8, use magic device 1/4; perception 1/3, stealth 1/6, survival 0/0

    feats: Combat Casting
    traits: Focused Mind (+2 concentration), Armor Expert (-1 to ACP)

    Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Arcane Pool (su): 6 points/day; can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. The bonus stacks with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

    Spell Combat (Ex): To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

    Spells: DC 15 + spell level; concentration +8 (+12 vs DC 15 + 2 x spell level to cast defensively)
    spells/day: 3 0th, 3 1st

    typical spells prepared:
    0: detect magic, light, ghost sound
    1: color spray, shield, grease

    spells known / in spellbook:
    0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

    1: chill touch, color spray, grease, magic missile, shocking grasp, shield, silent image, true strike

    equipment: 500 gp; max loads: light 100 lbs, med 200 lbs, heavy 300 lbs
    spellbook, 15 gp, 3 lbs
    pouch, spell components (x2), 10 gp, 4 lbs

    studded leather armor, (+3 AC, +5 max dex), 25 gp, 20 lbs
    longsword, (1d8 S, 19-20/x2), 15 gp, 4 lbs
    longbow (+3 str) (1d8 p, 20/x3, 110' range inc), 400 gp, 3 lbs
    arrows (40), 2 gp, 6 lbs
    arrows, durable (10), 10 gp, 1.5 lbs

    backpack, 2 gp, 2 lbs
    waterskin, 1 gp, 4 lbs
    trail rations, 10 days, 5 gp, 10 lbs
    bedroll, 0.1 gp, 5 lbs
    arrow, grappling, 1 gp, 0.5 lbs

    13 gp, 9 sp

    a potion of CLW, a flask of holy water
    12 silver arrows, 10 +1 arrows, 5 +1 Ghost touch arrows, 2 +1 undead bane arrows

    description:

    Rijel has spent a lot of time among humans, and has learned some of his magic from Professor Lorrimor. He doesn't talk much about himself, or in general. He spends a lot of his time practicing with weapons and spells. Despite this loner streak, he has always been willing to help out those in need. He hasn't seen his family in several years and is single, though he was once married to a human (Susan) and has no children.

    He is 144 years old, 6' 4" tall, and 136 lbs.
    Last edited by kinem; Thursday, 28th June, 2012 at 12:21 AM.

  • #3
    Alfred the Articulate

    Race: Human, Height: 5', Wieght: 150 lb, Hair Color: Red, Eye Color: Green, Age 16
    Alignment: Chaotic Good
    Diety: None
    Class: Phalanx Soldier (Fighter) 1

    Str: 20
    Dex: 14
    Con: 10
    Int: 12
    Wis: 18
    Cha: 18

    BAB: +1
    Fort: +2
    Ref: +2
    Will: +4

    HP: 10 (1d10)
    AC: 22 = 10 Base + 6 Armor + 4 Shield + 2 Dex
    Initiative: +2
    Speed: 20ft
    Languages: Common, Undercommon

    Feats: Power Attack, Combat Reflexes, Weapon Focus (Bec De Corbin)

    Skills: Diplomacy 1/+9, Survival 1/+8, Intimidate 1/+8, Perception 1/+5, Climb 1/+5
    Character Traits: World Traveler (+1 Diplomacy, Diplomacy is a Class Skill), Rich Parents (900 starting gp)

    Equipment:
    Small Sized Bec De Corbin: 15
    Masterworked Bec De Corbin: 315
    Breastplate: 200
    Armor Spikes: 50
    Tower Shield: 30
    Heavy Steel Shield: 20
    Bullseye Lantern: 12
    28 pints of oil: 2.8
    10ft Ladder: .2
    Backpack: 2
    100ft Hemp Rope: 2
    Grappling Hook: 1
    250gp

    Attacks:
    Small Bec De Corbin + Tower Shield: +3 1d8+5 x3 Reach, Brace
    Bec De Corbin: +8 1d10+7 Reach, Brace

    Description: While still quite young, Alfred is very built for his age. The 16 year old boy is only 5" tall, but is 150 pounds of solid muscle. He has bright red hair, shining green eyes, and a cheerful disposition. He his almost a comical sight with the staggering amount of gear he has strapped to himself, walking around in breastplate while carrying 2 spears, a towershild, a large shield, and even a small ladder strapped to his back.

    Backstory: Alfred was a very fortunate child. Born to rich parents, very strong for his age, and very bright and cheerful. His father had not been so lucky and had to eran his wealth and physique through hard labor all his life. Afraid that Alfred would become spoiled, he decided to send him off into the world at the tender age of 10, hiring a powerful bodyguard to tend for the young lad, a spear and shield wielder named Drake.

    Alfred took up training with Drake and soon adopted his fighting style, carrying around child sized versions of his masters gear. For years Alfred and Drake wandered the lands, until Drake became deadly ill. Alfred took up his fallen mentor's arms, but was not yet quite strong enough to use them as he had. Determined to master the style, he uses both his child sized weapons, and his master's when he can.
    Last edited by Dharuhk Svahre; Sunday, 1st January, 2012 at 02:36 AM.

  • #4
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    Myrmidon (Lvl 10)



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    Malounen Tiliney, human druid

    Spoiler:
    Code:
    Name: Malounen Tiliney     Age: 20
     Class: Druid (favored)  Archetype: Mehnir Savant, Terrain Domain
      Race: Human               Height: 6'0"                  
      Size: Medium              Weight: 200 lbs
    Gender: Male                  Hair: Blonde
     Align: Neutral Good          Eyes: Blue
     Deity: None                  Skin: Tan
    
    Str: 12 +1      Level: 01             XP: 350
    Dex: 18 +4        BAB: +0             HP: 16/16 (1d8 +4 CON +1 FC +3 Feat)
    Con: 18 +4        CMB: +1            CMD: 15
    Int: 14 +2      Speed: 20'/30'   Dmg Red: 0/anything
    Wis: 20 +5       Init: +4      Spell Res: None 
    Cha: 10 +0        ACP: -2(-4) Spell Save: N/A
                                               ASF: 00
    
        AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
                18(20)  10    +4    (+2)    +4    +0    +0    +0    +0     +0
    
                      Touch AC: 14              Flatfooted AC: 14(16)
    
    Armor values in parenthesis are when shield is equipped.
    
    Saving Throw   Base    Mod   Misc   Special  Total  
    Fort:            02    +4     +0               6
    Ref:             00    +4     +0*              4
    Will:            02    +5     +0               7
    
    * Conditional: +1 reflex vs. falling
    
    
    Weapon                  Attack    Damage      Critical     Special
    Cold Iron Scimitar      +1        1d6+1        18-20/x2     Slashing
    Cold Iron Shortspear    +1        1d6+1          x2         Piercing
    CI Shortspear, thrown   +4        1d6+1          x2         Pierce, 
                                                                Range 20 ft.
    Sling                   +4        1d4+1          x2         Bludg, 
                                                                Range 50 ft.
    Stone Fist              +1        1d6+1          x2         Bludg, 
                                                                ignore hard < 8
    
    Languages: Common, Undercommon, Sylvan
    
    Racial Traits (Human):
        * +2 any ability (WIS)
        * Bonus Feat
        * Bonus Skill point each level
        * All bonus languages available
    
    Class Abilities (Druid, Menhir Savant archetype):
        * Proficient: club, dagger, dart, quarterstaff, scimitar,
                      sickle, shortspear, sling, spear, 
                      natural attacks of wildshapes
        * Nature bond (Ex): domain (Mountain)
        * Spirit Sense (Sp): detect undead, fey, outsiders, astral, ethereal,
                             & incorporeal as detect undead spell
        * Spells: 
             Orisons: 3, DC 15/16
                 1st: 1 + 2 (Wis) + 1 (domain), DC 16/17
    
    Domain Abilities (Mountain)
        * Foothold (Su):
             --Standard action
             --10 ft square stone surface adjascent
             --Horizontal surfaces: difficult terrain, -2 Acro & CMD
             --Vertical surfaces: +10 Climb bonus
             --lasts 1 hour
             --Use 8 (3 + 5 Wis) times / day
        * Domain spells:
             1st: Stone Fist    
    
    Traits: 
    * Inspired by greatness: +1 caster level to one spell (Hydraulic Push)
    * Cliff Jumper: +1 Acrobatics, Climb, and Reflex vs. falling
    
    Feats:
    Spell Focus (Conjuration) (1st): +1 DC conjuration spells
    Toughness (Bonus human): +3 HP, +1 per HD above 3
     
    Skill Points: 07, max ranks 1
                 
    Skills                 Rank    CS   Ability   ACP   Misc  Total
    Acrobatics              1      0       4      -2           +3
    Climb                   1      3       1      -2           +3 (+5 w/ kit)
    Handle Animal           1      3       0                   +4
    Knowledge
       Geography            1      3       2                   +6
       Nature               1      3       2                   +6
    Perception              1      3       5                   +9
    Survival                1      3       5                   +9
    
    Additional -2 ACP with shield equipped
    
    
    Equipment                      Cost     Weight
    
    MW Hide Armor                  165 gp   25 lb
    Heavy Wood Shield                7 gp   10 lb
    Cold Iron Scimitar              30 gp    4 lb
    Cold Iron Shortspear             2 gp    3 lb
    Sling                            0 gp    0 lb
    Silver Sling bullets (10)      2.1 gp    5 lb
    Spell Component Pouch            5 gp    2 lb
       Holly & Mistletoe             0 gp    0 lb
    Belt Pouch                       1 gp  0.5 lb
       Ioun Torch                   75 gp    0 lb 
    Backpack                         2 gp    2 lb
       Waterskin                     1 gp    4 lb
       Trail rations x2              1 gp    2 lb
       Waterproof bag              0.5 gp  0.5 lb
           Scrolls CLW (4)         100 gp    0 lb
       Climber's Kit                80 gp    5 lb
    Traveler's Outfit                0 gp    0 lb
           
    
    Money:
    
    2 pp 8 gp 4 sp
    
                             Total Weight on person:  63 lb
    
                Light  Medium   Heavy    
    Max Weight: 0-43   44-86   87-130
    Background
    Mal always heard the call of the Hungry Mountains, but it wasn't until hearing the professor speak about the relatively new magical theory of ley lines that he really understood his connections to the land. Within its peaks and valleys, magic pooled and shifted in ways unique to the area (at least in the young man's limited experience). He's dedicated his relatively short adult life to trying to map not only the mountains, but the lines that run, twist, split, and converge within the range, hoping to have even a fraction of the impact his idol has had.
    Notable NPCs
    Professor Petros Lorrimar: Recently deceased
    Kendra Lorrimar: The professor's daughter.
    Vashian Hearthmount: Ravengro Councilman
    Gharen Muricar: Ravengro Councilman
    Zokar Elkarid: Tavernkeeper
    Pevrin Elkarid: Zokar's 13 year old son
    Jominda Fallenbridge:Apothacary, good friend to the professor.
    Last edited by jkason; Tuesday, 27th March, 2012 at 05:07 PM. Reason: xp

  • #5
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    Xilena Teara
    Name: Xilena Teara
    Gender: Female
    Race: Catfolk
    Size: Medium
    Age: 18
    Class: Level 1 Sorcerer(Crossblooded Archetype, Favoured)
    Alignment: Chaotic Good
    Diety: Desna
    Height: 5'6"
    Weight: 160 lbs
    Hair: Red with black streaks
    Skin: Red fur with black stripes
    Eyes: Yellow cat eyes

    Str: 18/4
    Dex: 18/4(+2 from Racials)
    Con: 18/4
    Int: 10/0
    Wis: 8/-1(-2 from Racials)
    Cha: 20/5(+2 from Racials)

    HD: 1d6+4(+1 from favoured class) HP: 11
    DR: 0 Resistances: 0
    Speed: 30 ft.(+10 to charge, run, withdraw)
    Initiative: +4
    AC: 14, Touch: 14, Flat-footed: 10
    Base Attack Bonus: 0, CMB: 4, CMD: 18

    Fort: +4(+4 from Con Mod)
    Ref: +4(+4 from Dex Mod)
    Will: +0(+2 from Base, -1 from Wis Mod, +1 from Indomitable Faith, -2 from Crossblooded)

    Skills:

    Trained:

    Knowledge(Arcana): +4
    Spellcraft: +4

    Untrained:

    Appraise: +0
    Bluff: +5
    Fly: +4
    Intimidate: +5
    Linguistic: +0
    Sense Motive: -1
    Survival: +2
    Diplomacy: +5
    Escape Artist: +4
    Perception: +1
    Acrobatics: +4
    Climb: +4
    Disguise: +5
    Heal: +1
    Ride: +4
    Stealth: +6
    Swim: +4

    Weapons:

    2 Claws +4 attack, 1d4+4x2, Usable as a free action for a number of rounds per day equal to 8

    Items:

    Scholar's Outfit

    Money:

    500 Gold

    Feats:

    Eschew Materials(Bonus Sorcerer Feat)
    Cosmopolitan (Abyssal, Draconic, Linguistic, Sense Motive)

    Special Abilities:

    Catfolk;
    +2 Dex, -2 Wis, +2 Cha
    Scent
    Cat`s Luck: Can roll a reflex saving roll twice, and take the better roll, must decide before roll/1 per day
    Sprinter: +10 foot speed when using charge, run, or withdraw actions
    Natural Hunter: +2 to Perception, Stealth, and Survival

    Character Traits;
    Indomitable Faith: +1 on Will saves
    Poverty-Stricken: +1 on Survival, Survival is a class skill

    Sorcerer Crossblooded;
    Drawbacks: -1 for every spell known at each sorcerer level including cantrips, -2 on Will Saves
    Cantrips
    Bloodline Power(Crossblooded - Abyssal, Draconic - Red)
    Abyssal Class Skill: Knowledge (Planes)
    Draconic Class Skill: Perception
    Abyssal Bloodline Arcana: Creatures summoned through the summoning subschool gain DR/good equal to 1/2 sorcerer level (Minimum 1.) Does not stack with other DR the creature might have.
    Draconic Bloodline Arcana: +1 point of damage per die rolled on fire spells
    1st level; Draconic Bloodline Power: Dragon Claws: Can grow claws as a free action that deal 1d4 damage and can be used for a number of rounds per day equal to 3 + Charisma Modifier

    Spells:

    Spells per day

    Concentration = + 5 + caster level

    1st = 5

    Spells Known/Save DC

    0 Level Spells/DC 15: Acid Splash, Detect Magic, Prestidigitation

    1st Level Spells/DC 16: Burning Hands 1d4+1

    Languages: Abyssal, Catfolk, Common, Draconic

    Experience: 200

    Background:

    Xilena always felt she was different. The dragon blood in her was discovered when she was a very young age. When her people found out it was that of red dragon's blood, she went on trial. Her elders could sense something else was within her, and when they found out what it was, they banished her. Refusing to tell what that mysterious power she had within her was, she had no choice but to steal whatever she could get her hands on. She could only steal two language books before she was forced to live in the woods. Destined to die, all that kept her alive was a dream of a beautiful elven woman with butterfly wings. The woman told her to never give up, and to stay alive. That dream came true when Professor Lorrimor found her one day, and took her under his wing. Unfortunately her apprenticeship only lasted a few mere days before his passing.
    Last edited by BBs; Friday, 20th July, 2012 at 01:54 AM. Reason: Allowed to change to Crossblooded

  • #6

    Zatira Kafka

    Spoiler:

    Name: Zatira Kafka
    Race: Catfolk
    Gender: Female
    Size: Medium
    Age: 20
    Class: Level 1 Rogue (favoured class)
    Alignment: Neutral Good
    Diety: olidammara
    Height: 5'0"
    Weight: 100 lbs
    fur: black looks like a black panther
    Eyes: amber

    Str: 18-4
    Dex: 20-5 (+2 racial)
    Con: 16-3
    Int: 16-3
    Wis: 12-1 (-2 racial)
    Cha: 12-1 (+2 racial)

    HD: 1d8+5 (+1 from favoured class) HP: 13
    DR: 0 Resistances: 0
    Speed: 30 ft
    Initiative: +5
    AC: 18, Touch: 15, Flat-footed: 13
    Base Attack Bonus: 0, CMB: 4, CMD: 19

    Fort: 3
    Ref: 7
    Will: 1

    Skills: acrobatics 7, knowledge (local) 5, perception 7, sleight of hand 9, stealth 11, disguise 5, disable devise 9, sense motive 5, bluff 5, escape artist 9, use magic device 5

    Weapons: Spiked chain - +5 - 2d4+5 - 19-20x2 reach +1 masterwork

    Armour: masterwork studded leather +3

    Items: Covered wagon with 2 light horses (the wagon has a medium size chest with a simple lock on it. The chest has the desguise kit and money are stored there as well as other valuable items), a belt pouch with a masterwork thieves tool kit in it, gold colored signet ring on tail, and 40ft hempen rope the last ten feet split in two used to tie horses when not hitched to wagon

    Money: 13

    Feats: exotic weapon pro (spiked chain)

    Special Abilities:

    Catfolk;
    +2 Dex, -2 Wis, +2 Cha
    Low-Light Vision
    Cat`s Luck: Can roll a reflex saving roll twice, and take the better roll, must decide before roll/1 per day
    Sprinter: +10 foot speed when using charge, run, or withdraw actions
    Natural Hunter: +2 to Perception, Stealth, and Survival

    Rogue;
    Sneak attack +1d6, trapfinding

    Character Traits: Canter, rich parents

    Languages: catfolk, common, sylvan, elven, draconic

    Experience:

    Background: Zatira grew up in a small town with her parents. Her father was the mayor of the town, so they weren't exactly poor. She grew up with everything she ever wanted but always thought there was something missing. One day when she was a young cub she was out playing with her less fortune inclined friends, when she saw a tail ring that she really wanted but her mother would not buy it for her. So she waited till no one was looking and took it. It was exhilarating. Ever since she took that ring she has stolen things that she wanted and has taken things for her friends when they needed money or other things.

    Description: Pure black small and sleek she wears a cloak to cover herself and has the hood up almost all the time when she is in public to hide her face. Her eyes are a beautiful sapphire blue eyes. She wears a gold ring on her tail. She wears a studded black leather shirt with leather pants and mid calf length worn brown boots. She has 2 earings in her right ear and 1 in the other. She has long hair with a few small braids.
    Last edited by saphyre_wolf; Tuesday, 3rd January, 2012 at 06:44 PM. Reason: forgot stuff lols

  • #7
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    wanna turn up the heat?

    kyrus silvers

    Name: Evocation Admixture Apprentice Grade 7: Kyrus Octavious Silvers
    Gender: Male
    Race: human
    Size: Medium
    Age: 21
    Class: Level 1 Wizard (wizard as favored)
    Alignment: Lawful neutral
    Deity: Infernos
    Height: 5'10"
    Weight: 190 lbs
    Hair: Short styled bleach blond hair with a single braid, bound with a small silver ring.
    Skin: Olive
    Eyes: Disturbingly deep violet

    Str: 11/0
    Dex: 16/3
    Con: 13/1
    Int: 20/5
    Wis: 16/3
    Cha: 16/3

    HD: 1d6+1
    HP: 7
    DR: 0 Resistances: 0
    Speed: 30 ft.
    Initiative: + 3
    AC: 13, Touch: 13, Flat-footed: 10
    Base Attack Bonus: 0,
    CMB: 3,
    CMD: 13
    Fort: 0+1= 1
    Ref: 0+3= 3
    Will: 2+3= 5

    Skills:
    Ranks per lvl: 2 + int (5) +1 for fav class +1 human= 9

    Craft (alchemy) 1+3+5= 9
    Diplomacy 1+3+3+1= 8
    Knowledge (arcane) 1+3+5= 9
    Knowledge (religion) 1+3+5= 9
    Knowledge (nature) 1+3+5= 9
    Knowledge (planes) 1+3+5= 9
    Knowledge (history) 1+3+5= 9
    Linguist 1+3+5= 9
    Spellcraft 1+3+5= 9

    Weapons:
    attack damage crit
    dagger 0 1d4 19-20/x2
    Quarterstaff 0 1d6/1d6 x2

    Items:
    Typically worn:
    Tattoo x4 8gp 0lb
    Spell component pouch 5gp 2lb
    Traveling spellbook 10 gp 1lb
    Water skin 1gp 4lb
    Scholar's Outfit 5gp 6lb

    Belt pouch 1gp 1/2lb
    Inside:
    Flint and steel 1gp

    Belt pouch 1gp 1/2lb
    Inside:
    Oil 1sp 1lb

    Belt pouch 1gp 1/2lb
    Empty
    Belt pouch 1gp 1/2lb
    Empty
    Belt pouch 1gp 1/2lb
    Empty
    Total weight: 16 1/2lbs

    Chest (huge) 25gp 250lb
    Inside:
    Masterwork backpack 50gp 4lb
    Inside/ on:
    Hemp rope (50 foot) 1gp 10lb
    Spade 2gp 8lb
    String (50ft) 1cp 1/2lb
    Torch x10 1sp 10lb
    Hooded lantern 7gp 2lb
    Crowbar 2gp 5lb
    Grappling hook 1gp 4lb
    Soap 5sp 1lb
    Total weight: 44 1/2lbs

    Chest (steel, small with superior lock) 152 gp 25lbs
    Inside:
    Spellbook: Unnamed journal 265 g
    Spellbook: Defensive primer 160 gp
    My Grimoire (spellbook with simple lock) 35g 5lb
    Spare money
    Total weight: 30lbs

    Chest (medium) 5gp 50lb
    Inside:
    Portable alchemist lab 75g 20lb
    Hour glass (1 minute) 20g 1/2lb
    Scroll case x20 20gp 10lb
    Potion vial x20 20gp
    Oil x9 9sp 9lb
    Candle x10 1sp
    Ink 1 ounce 8gp
    Ink pen x5 5sp
    Sheet of parchment x20 4gp
    Sealing wax x5 5gp 5lb
    Abacus 2gp 2lb
    Chalkboard 1gp 2lbs
    Chalk x10 1sp
    total weight: 98lbs

    Total weight for huge chest:
    423lbs with backpack inside
    379lbs without.

    Money:
    5 Gold 13 silver 9 copper

    Feats:
    Extra attributes
    Extra cantrips

    Special Abilities:

    Racial:
    bonus feat
    Skilled

    wizard:
    Arcane bond (ring)
    Arcane school (evocation: focused arcane school: admixture school)
    Opposed schools: necromancy, enchantment.
    Cantrips
    scribe scroll

    Evocation:
    Intense spells: +1/2 (minimum +1) wiz level to dam for evocation spells.
    Versatile evocation: swap energy types. 8/day

    Character Traits;
    Magical talent: Ray of frost 1/day
    Rich parents: 900 starting gold.
    Charming: Good looking, +1 to diplomacy to everyone who might find me attractive.
    World traveled: +1 to diplomacy and diplomacy is now a class skill.


    Spells:

    Spells per day

    0 Level Spells/DC 15:
    Mage hand,
    Ray of frost,
    open/close,
    Detect Magic,
    Prestidigitation

    1st Level Spells/DC 16:
    Mage armor,
    Burning hands
    Ear-piercing scream.

    Languages: common, Elvin, dwarvin, Ignan, draconic, undercommon, sylvan

    Experience:

    Background:
    Born during a solar eclipse, Kyrus is the son of a pair of wealthy and powerful, yet retired adventurers. Cindy and Merrick silvers, Kyrus was named as such in honor of one of there fallen comrades a talented half-elf ranger. the son of two arcane users (Cindy gallous, was known as “cinders” was a powerful pyromancer, and Merrick silvers was a brilliant universalist, who always had an answer) Kyrus was raised as if distend to be a spell caster. At a young age he was tested to see if he possessed the spark of the sorcerer. Although he did not, he possessed a brilliant mind, and his parent used there riches to send him to the rare and esteemed admixture school of evocation, where he spent his next few years.

    During his school years, he became enthralled with fire (it was during this time he began to worship the deity infernos, the god of the everflame.) and showed an almost obsessive need to know spells, blowing almost all his money on rare and ancient tomes of magic as well as spending countless hours in the library.

    By the time he had learned his art and was ready to step out into the world, his parents had passed and he was alone. In the first year he took to being a wanderer, using what was left of his fortune and his natural good looks to get by, but one old wizard saw how he was living and gave him a few pointers: becoming a traveling salesman. Selling scrolls, spells as well as his skills as an alchemist, Kyrus lived his new life to the fullest which in turn allowed him to accept his parents death. After a few years as such, Kyrus received a letter saying the kindly old man who changed his life had passed.
    Last edited by The Joker; Wednesday, 4th January, 2012 at 02:06 AM. Reason: chose new feat

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    Gor
    Half-Orc Cleric 1 of Iori
    AL: NG HT: 6'2" WT: 200 Hair: Bald Eyes: Brown

    STR: 20 (+5) [18 points +2 Orc]
    DEX: 14 (+2) [14 points ]
    CON: 12 (+1) [12 points]
    INT: 12 (+1) [12 points]
    WIS: 18 (+4) [18 points]
    CHA: 16 (+3) [16 points]

    HP: 9 (1d8+1) AC: 20 (10 base +2 Dex +6 Armour +2 Shield)
    Saves: FORT: +4 (2 base +1 con +1 Luck) REF: +3 (0 base +2 dex +1 Luck) WILL: +7 (2 base +4 wis +1 Luck)
    Init: +2
    Speed: 20

    Bab: 0
    CMB: (+5) CMD: 17 (10 base +5 str +2 dex)
    Attacks:
    Great
    Flail: +5, 1d8+5

    Skills(Total/Ranks):[4/lvl] Diplomacy(+8/1), Heal(+9/1), Knowledge: Religion(+5/1), Sense Motive(+8/1), Intimidate(+5), Perception(+4)

    Feats: [1] Improved Grapple

    Class Features:
    Domains (Healing, Memory), Spellcasting, Channel Energy 1d6(6/day, DC14), Aura of Good
    Darkvision(60), Chain Fighter, Intimidating, Orc Blood, Sacred Tattoo.
    Rebuke Death(7/day, heal 1d4+1 to dieing creature)
    Recall(7/day grant Knowledge reroll with +4 insight bonus)

    Traits: Caretaker(+1 Heal), Ease of Faith(+1 Diplomacy)
    Languages: Common, Orc, Celestial

    Spells:
    Cantrips - Mending, Detect Magic, Create Water
    1st lvl(2+D) - Bless, Summon Monster 1 (Domain: Cure Light)

    Equipment:
    Breast Plate(200), Heavy Steel Shield(20)
    Silver Holy Symbol (25)
    Holy Water
    Scroll of Protection from Evil

    *Bag of Adventuring Supplies: 100 gp
    Silver Holy Symbol: 5 gp
    Pouch with 100 gp
    Intelligence is the capacity to understand old Ideas.
    Imagination is the ability to come up with New Ideas.

    Eagles may soar, but Weasels don't get sucked into jet engines.

    This isn't evil! You're just a bunch of NERDS!

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