Redbadge's Rise of the Runelords Campaign
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  1. #1

    Redbadge's Rise of the Runelords Campaign

    Well, let's see if this works.

    These rolls come out to a point buy of 27.
    Last edited by BudroThePious; Friday, 20th July, 2012 at 07:22 PM.

  2. #2
    A possible build for my rogue with 27 points and racial modifiers would be:
    Possible Stats
    STR: 12 +1 (43 lbs. light load)
    18 +4
    12 +1
    18 +4 (13 skill points per level)
    10 +0
    10 +0
    Possible Stats
    STR: 13 +1 (50 lbs. light load)
    DEX: 18 +4
    CON: 12 +1
    INT: 16 +3 (12 skill points per level)
    WIS: 12 +1
    CHA: 12 +1
    Possible Stats
    STR: 13 +1 (50 lbs. light load)
    DEX: 20 +5
    CON: 12 +1
    INT: 14 +2 (11 skill points per level)
    WIS: 10 +0
    CHA: 10 +0
    I'm looking into different race options. The three I think would work are elf, catfolk, and tiefling. The elf would have darkvision, the tiefling would have darkvision and the equivalent of Quick Draw but might be mistrusted by townsfolk, and the catfolk would have low-light vision and a climb speed.
    Last edited by BudroThePious; Thursday, 2nd August, 2012 at 10:02 PM.

  3. #3
    here we go. For some reason, the dice roller did not drop the lowest roll.

    point buy: 16
    This is why I hate random stat generation.
    Last edited by Isklexi; Saturday, 28th July, 2012 at 05:50 AM.

  4. #4
    Stat rolls. Point Buy = 18.
    Last edited by Etharia; Saturday, 4th August, 2012 at 02:24 AM.

  5. #5
    27 point buy it is.
    Here are the final stats for my half-orc sorcerer
    Ability Scores
    Str: 16
    Con: 14
    Dex: 14
    Int: 12
    Wis: 10
    Cha: 16 (14+2 racial)

  6. #6
    Final Stats for Tiefling Rogue.
    Level One
    Tiberius Grimm
    Male tiefling rogue 1
    N medium outsider (native)
    Height: 6'3" Weight: 200 lbs Age: 103 years Hair: None Skin: Black (scaled) Eyes: Green
    Favored Class: Rogue Religion: Irori Alignment: Neutral

    Strength: 13 (+1) [13 (3 points)]
    Dexterity: 20 (+5) [18 (17 points) + 2 (racial)]
    Constitution: 13 (+1) [13 (3 points)]
    Intelligence: 14 (+2) [12 (2 points) + 2 (racial)]
    Wisdom: 10 (+0) [10 (0 points)]
    Charisma: 10 (+0) [12 (2 points) - 2 (racial)]

    Initiative: +7 [+5 (dexterity) + 2 (Reactionary]
    Speed: 30 ft. [30 ft. (base racial)]
    Senses: Darkvision 60 ft. (racial) Languages: Common (racial), Infernal (racial), Thassilonian (trait), Dwarven (intelligence), Elven (intelligence)

    Hit Points: 9 [1d8 (max rogue HD) + 1 (constitution)] Hit Die: 1d8 (rogue)
    Armor Class:
    17 [10 (base) + 5 (dexterity) + 2 (leather armor)]
    Touch: 15 [10 (base)
    + 5 (dexterity)]
    Flat-footed: 12
    [10 (base) + 2 (leather armor)]

    Fortitude: +1 [+0 (class) + 1 (constitution)]
    +7 [+2 (class) + 5 (dexterity)]
    Will: +0 [+0 (class) + 0 (wisdom)]

    Combat Maneuver Bonus: +1 [+0 (base attack bonus) + 1 (strength)]
    Combat Maneuver Defense: 16 [10 (base) +0 (BAB)
    + 1 (strength) + 5 (dexterity)]
    Base Attack Bonus: +0 [+0 (rogue 1)] Space: 5 ft. Reach:
    5 ft.

    Rapier: Critical 18-20 (x2); Piercing damage
    -Melee Attack: +5 [+0 (BAB) + 5 (dexterity)] Damage: 1d6 + 1
    [+1 (strength)]
    Dagger: Ranged 10/20/30/40/50 ft.; Critical 19-20 (x2); Piercing or slashing damage
    -Melee Attack: +5 [+0 (BAB) + 5 (dexterity)] Damage: 1d4 + 1 [+1 (strength)]
    -Ranged Attack (10 ft.): +5 [+0 (BAB) + 5 (dexterity)] Damage: 1d4 + 1 [+1 (strength)]
    Claw: Critical (x2); Bludgeoning/slashing damage
    -Melee Attack: +5 [+0 (BAB) + 5 (dexterity)] Damage: 1d4 + 1 [+1 (strength)]

    Shortbow: Ranged 60/120/180/240/300/360/420/480/540/600 ft.; Critical (x3); Piercing damage; Load (free action)
    -Ranged Attack (60 ft.): +5 [+0 (BAB) + 5 (dexterity)] Damage: 1d6

    Full Attack: 2 Claws

    Skill Ranks: 11 [(8 (rogue) + 2 (intelligence)) x 01 (level) + 1 (favored class)]
    Max Ranks: 1 (level) Armor Check Penalty: -0 [-0 (leather armor)]

    Acrobatics: +9 [+1 (ranks) + 5 (dexterity)
    + 3 (class) + -0 (ACP)] (Dexterity, ACP, class skill)
    +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, class skill, untrained)
    Bluff: +6 [+1 (ranks) + 0 (charisma) + 3 (class) + 2 (racial)] (Charisma, class skill)
    Climb: +5 [+1 (ranks) + 1 (strength) + 3 (class) + -0 (ACP)] (Strength, ACP, class skill)
    Craft ( ): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, class skill, untrained)
    Diplomacy: +4 [+1 (ranks) + 0 (charisma) + 3 (class)] (Charisma, class skill)
    Disable Device: +10 [+1 (ranks) + 5 (dexterity) + 3 (class) + 1 (trapfinding) + -0 (ACP)] (Dexterity, trained only, ACP, class skill)
    Disguise: +0 [+0 (ranks) + 0 (charisma)] (Charisma, class skill, untrained)
    Escape Artist: +5 [+0 (ranks) + 5 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
    Fly: +5 [+0 (ranks) + 5 (dexterity) + -0 (ACP)] (Dexterity, ACP, untrained)
    Handle Animal: +0 [+0 (ranks) + 0 (charisma)] (Charisma, trained only, untrained)
    Heal: +0 [+0 (ranks) + 0 (wisdom)] (Wisdom, untrained)
    Intimidate: +0 [+0 (ranks) + 0 (charisma)] (Charisma, class skill, untrained)
    Knowledge (Arcana): +3 [+0 (ranks) + 2 (intelligence) + 1 (Scholar of the Ancients)] (Intelligence, trained only, untrained)
    Knowledge (Dungeoneering): +6 [+1 (ranks) + 2 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
    Knowledge (Engineering): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Geography): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (History): +4 [+1 (ranks) + 2 (intelligence) + 1 (Scholar of the Ancients)] (Intelligence, trained only)
    Knowledge (Local): +6 [+1 (ranks) + 2 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
    Knowledge (Nature): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Nobility): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Planes): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Knowledge (Religion): +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Linguistics: +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, class skill, untrained)
    Perception: +4 [+1 (ranks) + 0 (wisdom) + 3 (class)] (Wisdom, class skill)
    Perform ( ): +0 [+0 (ranks) + 0 (charisma)] (Charisma, class skill, untrained)
    Profession ( ): +0 [+0 (ranks) + 0 (wisdom)] (Wisdom, trained only, class skill, untrained)
    Ride: +5 [+0 (ranks) + 5 (dexterity) + -0 (ACP)] (Dexterity, ACP, untrained)
    Sense Motive: +0 [+0 (ranks) + 0 (wisdom)] (Wisdom, class skill, untrained)
    Slight of Hand: +5 [+0 (ranks) + 5 (dexterity) + -0 (ACP)] (Dexterity, trained only, ACP, class skill, untrained)
    Spellcraft: +2 [+0 (ranks) + 2 (intelligence)] (Intelligence, trained only, untrained)
    Stealth: +11 [+1 (ranks) + 5 (dexterity) + 3 (class) + 2 (racial) + -0 (ACP)] (Dexterity, ACP, class skill)
    Survival: +0 [+0 (ranks) + 0 (wisdom)] (Wisdom, untrained)
    Swim: +5 [+1 (ranks) + 1 (strength) + 3 (class) + -0 (ACP)] (Strength, ACP, class skill)
    Use Magic Device: +0 [+0 (ranks) + 0 (charisma)] (Charisma, trained only, class skill, untrained)

    Traits: Reactionary, Scholar of the Ancients (You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.)
    Feats: Weapon Finesse (level 1)
    Weapon Proficiencies: Rogue (simple weapons, hand crossbow, rapier, sap, shortbow, short sword)
    Armor Proficiencies: Rogue (light armor)
    Gnome Features: Ability Scores, Normal Speed, Languages, Fiendish Resistance, Skilled, Darkvision, Maw or Claw (replaces spell-like ability racial trait), Prehensile Tail (replaces fiendish sorcery racial trait), (all included in statistics)
    Rogue Features:
    Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency,
    Sneak Attack +1d6, Trapfinding

    Starting Wealth: 140 gp (average, 4d6 x 10 gp)
    Explorer's Outfit (10 gp (free), 8 lbs)
    Leather Armor (10 gp, 15 lbs, +2 armor, +6 max dex, -0 ACP, 10% arcane spell failure, speed 30 ft.)
    Rapier (20 gp, 2 lb, 1d6 damage, critical 18-20/x2, piercing)
    Dagger (2 gp, 1 lb, 1d4 damage, range 10 ft., critical 19-20/x2, piercing or slashing)
    Shortbow (30 gp, 2 lbs, 1d6 damage, range 60 ft., critical x3, piercing)
    20 Arrows (1 gp, 3 lbs)
    Belt Pouch (1 gp, 0.5 lbs)
    Backpack (2 gp, 2 lbs)
    Bedroll (1 sp, 5 lbs)
    Rope, Silk (50 ft.) (10 gp, 5 lbs)
    Grappling Hook (1 gp, 4 lbs)
    Tools, Thieves' (30 gp, 1 lbs)
    Holy Symbol, Steel (Irori) (10 gp, -)
    Coins: 22 gp, 9 sp, 0 cp (0.5 lb) Gems and Other Wealth: None Equipment Value: 117 gp, 1 sp, 0 cp Total Wealth: 150 gp
    Total Weight: 49 lbs Light Load: 0-50.00 lbs [13 (strength)]
    Medium Load: 50.01-100.00 lbs Heavy Load: 100.01-150.00 lbs
    Overhead Lift: 150 lbs [max x 1]
    Ground Lift: 300 lbs [max x 2] Push or Drag: 750 lbs [max x 5]
    Last edited by BudroThePious; Tuesday, 7th August, 2012 at 12:58 AM.

  7. #7
    Tiberius Grimm (Tiberius Malikar Leroung) is a man miles and years from his home. Tiberius came about as a result of House Leroung’s continued and ongoing affiliation with devils. He was born in the Chelish capital of Egorian to Sanda and Markus Leroung, minor members of the house, under the sign of the blood moon, which foretells of a strong fate and a difficult path. While it is not unheard of for a human pairing to give birth to a tiefling it is very rare. House Leroung was not ashamed of his presence and existence, more fascinated by the extreme flows of chance and fate that would result in such a person and mildly vexed by the fact that tieflings are common but considered second class in Cheliax. Tiberius’ presence in House Leroung was kept a secret, and upon reaching adulthood, he was gently encouraged to seek his fortunes elsewhere. While it has been decades since Tiberius was in Cheliax and he holds no particular loyalty to the country he does still feels a debt to House Leroung and his family for what was, while not ideal, was not a bad childhood. For their part, House Leroung is a large and busy House that has much more to concern itself with than one tiefling scion, but they have not forgotten Tiberius either. Leroung does not hold any ill will towards Tiberius, he is one of them after all, and after learning of his vocation of choice occasionally contacts him in regards to certain items or information that they are interested in having recovered.

    While Tiberius has not been purged from the records of House Leroung he is a fairly well-kept secret, not out of shame so much as habit at this point. House Leroung does not officially recognize Tiberius and he does not share his past with others, though most people label him simply ‘demon-spawn’ and would be terrified at the prospect of having to hear his life story, the imagination always supplying greater horrors than what history could hope to keep up with. Given that neither Leroung nor Tiberius talk about his past and he was born over a century ago and his birth was kept secret even then, it would be very difficult to discover his ties to House Leroung.
    After leaving Cheliax Tiberius traveled for decades in search of a purpose to commit himself to. During this time he looked into and researched most of the major religions on the continent. The religion that he found to be the most similar to his outlook is that of Irori. Tiberius can relate to the search for knowledge and quest for self-perfection and that everyone’s path is their own and might not be recognizable to others. Tiberius is not a deeply religious man, but he gives his prayers to Irori and tries to not give the church a bad name by his actions.

    In no small part due to being a scion of a House of scholars and follower of a deity of knowledge Tiberius has a deep-seated thirst for knowledge and information. He is of the opinion that the more knowledge a person or people has access to the better they can make their lives. As such, he devotes himself to finding and recovering ancient stores of knowledge such as tombs and ruins. When he recovers anything in his journeys and expeditions he makes sure to gives copies of that knowledge to the church of Irori and to House Leroung as a show of gratitude for helping to shape him into the man he is today.

    Tiberius search for ancient knowledge and wisdom has taken him far and wide. He has been in almost every country north of the Inner Sea at least once and several of them multiple times over the years. While he generally works alone in his endeavors he has been part of adventuring groups that were searching ruins before. He is currently trying to gain a greater understanding of ancient rune magic such as that used by old Thassilon. This search has brought him, once more, to Varisia…
    Tiberius is an outsider wherever he goes. He is fairly soft-spoken and slow to anger at the insults and slurs he invariably generates. Going into a rage would not change the simpleton’s opinions and he has heard them all before anyway.

    Tiberius believes that knowledge is always a good thing and that the more knowledge someone has access to the better they can make their way through life. This simple belief shapes his whole outlook. Tiberius has a thirst for ancient knowledge and history that borders on obsession. He knows that the great minds of today are constantly working to push the envelope of mortal understanding so he sees it as his contribution to society to search out the forgotten bastions of the past and return to the light of day the wisdom of the ancients.

    Tiberius’ tiefing heritage is very strongly pronounced and this has led to no end of baseless persecution from townsfolk to city guards to nobles and merchant houses. It also leads to a frankly disturbing number of invitations to cults and thieves’ guilds. He has developed a sense of stoicism over the years as it would take all of his time if he were to try to prove himself to everyone that he comes across in his many travels.

    Tiberius is comfortable in his views and has accepted his heritage for what it is. He is well suited to his chosen path and will have years more to pursue it than he might otherwise. He can’t change what he is and being of fiendish blood only affects where one comes from, not where one is going. He does not fear for his soul, as so many wide-eyed villagers keep asking him.
    Tiberius stands 6’3” tall and weighs 200 lbs. Even though his weight would suggest that he be large and fat he is actually quite thin but very dense. People that try to move him or bump into him are often surprised when he doesn't go sprawling across the floor. He has fine, glossy black scales and no hair. His horns sweep back over his head keeping close to the skull and are metallic black with a spiral pattern to them. He has a long, thin whip-like prehensile tail with a spaded end. His eyes have goat-like pupils that distort and change shape when he is focusing on something. The iris of his eye is predominantly emerald green with amber, yellow, and red flecks. His eyes constantly leak thin streamers of smoke that drift upwards out of them and do not obscure his vision. His teeth are brilliantly white and have very pronounced canines, both upper and lower. The entire inside of his mouth, to include his tongue, is black. His ears are pointed and slightly swept back. Tiberius has a deep melodic voice that rolls like smooth honey and seems like it should belong to a much larger creature and sounds distinctly inhuman while at the same time being very soothing and almost hypnotic. Tiberius’ limbs are slightly longer than is the norm for humans, giving him a somewhat scarecrow-like appearance that is belayed by his smooth movements and liquid grace. His arms have elbow spurs and his hands are slightly oversized with sharp nails that are very thick and glossy. He leaves footprints in the shape of large, cloven hooves, even though he has normal shaped feet and wears boots. He is unnaturally hot to the touch, as though he were running a fever or had been in a dry sauna for hours.

    Tiberius’ shadow is self-aware and does not react normally to light sources or his actions. His shadow has been seen to follow cats around the common room of an inn or peer over people’s shoulders while they sit along the wall. Sometimes it paces around him in circles of varying size outside at noon. His shadow will also sometimes hide, disappearing completely. Tiberius has a very small amount of control over what his shadow does and is sometimes able to keep it from disturbing the locals, but not with much success. It is like having a very bored cat follow you around all day.
    Last edited by BudroThePious; Saturday, 4th August, 2012 at 11:37 PM.

  8. #8
    Current Status
    Tiberius Grimm (Male tiefling rogue 1)
    N medium outsider (native)
    Str 13 Dex 20 Con 13 Int 14 Wis 10 Cha 10

    Key Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +4, Disable Device +10, Escape Artist +5, Heal +0, Intimidate +0,
    Knowledge (Any) +2, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +6, Knowledge (History) +4, Knowledge (Local) +6, Perception +4, Sense Motive +0, Stealth +11, Survival +0, Swim +5

    Init +7 Spd 30 ft. Senses Darkvision (normal light) Perception +4
    AC 17, touch 15, FF 12 HP 9/9 Temp HP 0
    Fort +1 Ref +7 Will +0 CMB +1 CMD 16
    Hero Points 3/3

    Melee Attack Rapier +5 (1d6+1/18-20)
    Melee Attack Dagger +5 (1d4+1/19-20)
    Melee Attack Claw +5 (1d4+1)
    Full Attack Claw +5 (1d4+1), Claw +5 (1d4+1)
    Ranged Attack Dagger (10 ft.) +5 (1d4+1/19-20)
    Ranged Attack Shortbow (60 ft.) +5 (1d6/x3)
    -Arrows 20/20

    Currently Wielding Nothing (hands free)
    Current Armor Leather Armor (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) Rapier, Dagger, Shortbow, Arrows (20), Thieves' Tools, Holy Symbol (Steel, Irori), Backpack, Belt Pouch
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch ([22 gp, 9 sp, 0 cp]), Backpack ([50 ft. Silk Rope], Grappling Hook, Bedroll)
    Stored (Footlockers, etc.) Nothing
    Current Encumbrance 49 lbs (light load) Medium Load 50.01 lbs Heavy Load 100.01 lbs Max 150 lbs

    Combat Options: Charge (full round action), Retrieve Item (swift action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistance Cold 5, Electricity 5, Fire 5 (racial)

    Situational Modifiers
    Trapfinding: +1 to Perceptions checks to locate traps

    Current Effects and Conditions:
    Last edited by BudroThePious; Friday, 28th September, 2012 at 02:35 AM.

  9. #9
    Here is the info for my half-orc sorcerer

    Level 1
    Travath Frostusk
    Male Half-Orc Sorcerer 1
    NG Medium humanoid (human, orc)
    Height: 6’9” Weight: 311lbs Age: 16yrs Skin: Light Green Eyes: Gray Hair: Black & Silver
    Favored Class: Sorcerer (Silver Draconic Bloodline) Religion: Apsu (LG) Alignment: Neutral Good

    Strength: 16 (+3) [16 (10 points)]
    Constitution: 14 (+2) [14 (5 point)]
    Dexterity: 14 (+2) [14 (5 points)]
    Intelligence: 12 (+1) [12 (2 points)]
    Wisdom: 10 (+0) [10 (0 points)]
    Charisma: 16 (+3) [14 (5 points) +2 (racial)]

    Initiative: +2 [+2 (dexterity)]
    Speed: 30 ft. [30 ft. (base racial)]
    Vision: Darkvision 60 ft. (racial)
    Languages: Orc (racial), Common (racial), Draconic (intelligence)

    Hit Points: 11 [1d6 (max sorcerer HD) +2 (constitution) +3 (toughness)] Hit Die: 1d6 (sorcerer)
    Armor Class: 12 [10 (base) +2 (dexterity)]
    Touch: 12 [10 (base)+2 (dexterity)]
    Flat-footed: 10 [10 (base)]

    Fortitude: +3 [+0 (class) +2 (constitution) +1 (luck)]
    Reflex: +3 [+0 (class) +2 (dexterity) +1 (luck)]
    Will: +3 [+2 (class) +0 (wisdom) +1 (luck)]
    Miscellaneous: +1 luck bonus (Sacred Tattoos, Racial)

    Combat Maneuver Bonus: +3 [+0 (base attack bonus) +3 (strength)]
    Combat Maneuver Defense: 15 [10 (base) +3 (strength) +2 (dexterity)]
    Base Attack Bonus: +0 [+0 (sorcerer 1)] Space: 5 ft. Reach: 5 ft.

    Greataxe: Critical 20 (x3); slashing damage
    -Melee Attack: +3 [+0 (BAB) +3 (strength)] Damage: 1d12+4 [+4 (1.5*strength)]
    Claw: Critical 20 (x2); slashing damage
    -Melee Attack: +3/+3 [+0 (BAB) +3 (strength)] Damage: 1d4+3 [+3 (strength)]

    Skill Ranks: 4 [(2 (sorcerer) +1 (intelligence)) x01 (level) +1 (favored class)]
    Max Ranks: 1 (level) Armor Check Penalty: -0

    Acrobatics: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
    Appraise: +1 [+0 (ranks) +1 (intelligence)] (Intelligence, class skill)
    Bluff: +3 [+0 (ranks) +3 (charisma)] (Charisma, class skill)
    Climb: +3 [+0 (ranks) +3 (strength)] (Strength, ACP)
    Craft (): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, class skill)
    Diplomacy: +3 [+0 (ranks) +3 (charisma)] (Charisma)
    Disable Device: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP, trained only)
    Disguise: +3 [+0 (ranks) +3 (charisma)] (Charisma)
    Escape Artist: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
    Fly: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP, class skill)
    Handle Animal: +3 [+0 (ranks) +3 (charisma)] (Charisma, trained only)
    Heal: +0 [+0 (ranks) +0 (wisdom)] (Wisdom)
    Intimidate: +7 [+1 (ranks) +3 (class) +3 (charisma)] (Charisma, class skill)
    Knowledge (arcana): +5 [+1 (ranks) +3 (class) +1 (intelligence)] (Intelligence, trained only, class skill)
    Knowledge (Dungeoneering): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Engineering): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Geography): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (History): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Local): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Nature): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Nobility): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Planes): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Knowledge (Religion): +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Linguistics: +1 [+0 (ranks) +1 (intelligence)] (Intelligence, trained only)
    Perception: +0 [+0 (ranks) +0 (wisdom)] (Wisdom, class skill)
    Perform (): +3 [+0 (ranks) +3 (charisma)] (Charisma)
    Profession (): +0 [+0 (ranks) +0 (wisdom)] (Wisdom, trained only, class skill)
    Ride: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
    Sense Motive: +0 [+0 (ranks) +0 (wisdom)] (Wisdom)
    Slight of Hand: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP, trained only)
    Spellcraft: +5 [+1 (ranks) +3 (class) +1 (intelligence)] (Intelligence, class skill, trained only)
    Stealth: +2 [+0 (ranks) +2 (dexterity)] (Dexterity, ACP)
    Survival: +5 [+1 (ranks) +0 (wisdom) +3 (class) +1 (trait)] (Wisdom, class skill)
    Swim: +3 [+0 (ranks) +3 (strength)] (Strength, ACP)
    Use Magic Device: +3 [+0 (ranks) +3 (charisma)] (Charisma, class skill, trained only)

    Traits: Outcast, Monster Hunter (you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts)
    Feats: Eschew materials (sorcerer), Toughness (level 1), Endurance (Racial)
    Weapon Proficiencies: Sorcerer (simple weapons), Racial (Greataxe & Falchion)
    Armor Proficiencies: Sorcerer (none)
    Half-Orc Features: Ability Scores, Normal Speed, Languages, Darkvision, Shaman’s Apprentice (replaces Intimidating racial trait), Orc Blood, Sacred Tattoo (replaces Orc Ferocity racial trait), Weapon Familiarity
    Sorcerer Features: Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Spells, Cantrips, Bloodline Arcana, Claws

    Spells Per Day
    1st-Level Sorcerer Spells: 4 per day (Mage Armor, Magic Missile) Save DC: 14 [10 (base) +1 (spell level) +3 (charisma)]
    0th-Level Sorcerer Spells: At-will (Detect Magic, Mage Hand, Ray of Frost, Read Magic) Save DC: 13 [10 (base) +0 (spell level) +3 (charisma)]

    Bloodline Arcana: Whenever you cast a spell with the cold descriptor, that spell deals +1 damage per die rolled.

    Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal 1d6 additional points of cold damage on a successful hit. You can use your claws for 6 rounds per day [3 (base)+3 (Charisma)]. These rounds do not need to be consecutive.

    Starting Wealth: 70g
    Greataxe (12lbs)
    Backpack (2lbs)
    Cold-Weather Outfit (clothing, 7lbs)
    Trail Rations *4 (4lbs)
    Waterskin (4lbs)
    Bedroll (5lbs)
    Rope (50 ft, silk, 5lbs)
    Tent (2 person, 30lbs)
    Coins: 19g, 9s Gems & Other Wealth: None Equipment Value: 58g, 1s Total Wealth: 78g
    Total Weight: 69 lbs. Light Load: 76 lbs Medium Load: 153 lbs Heavy Load: 230 lbs
    Overhead Lift: 230 lbs Ground Lift: 460 lbs Push or Drag: 1150 lbs

    Travath was born in the Kodar Mountains in the Lands of the Linnorm Kings in a rather unique community. Travath is a member of the Frostusk tribe; the tribe is semi-nomadic with established relations with the remote human settlement of Jottkurn. For most of the year, the Frostusk tribe of orcs wanders the mountains hunting and foraging, but during the harsh winter months, the tribe merges with Jottkurn to await the return of fairer weather. Cross breeding between the tribesmen and the villagers is fairly common, and the parents usually choose to stay with either the tribe or the village to raise the children together.
    Travath’s father is Svent, one of the tribe’s best hunters, and his mother is Irina Talisdottir, the village’s herbalist and healer. Svent couldn’t leave the tribe, because they needed his skills for gathering food, and Irina couldn’t leave her herb gardens untended. Travath spent alternating years with each parent only being together as a family during winter. As a result, winter is Travath’s favorite time of year, when both communities came together as a whole.

    At the age of 12, Travath started to display natural magical abilities. Svent took his son to Grandpa Frostusk to learn how to wield this power. Grandpa Frostusk is the old patriarch of the orc tribe and lives like a hermit near the mountain’s peak. Travath was at first excited to learn more about magic, but separation from his family and Grandpa’s strict discipline quickly wore on the young half-orc. After a few years, Travath rebelled against the monotony of Grandpa’s unbending regimen. He decided to leave the mountains and see what the world at large was like. Grandpa Frostusk was not pleased at this flouting of authority, but his morals would not allow for forcing Travath to stay.

    Rebelling against authority is a pretty common start for young adventurers, but Travath’s tale has a rather significant addition; Grandpa Frostusk isn’t an orc. The patriarch of the Frostusk tribe is an old silver dragon. Centuries ago Frostusk had taken it upon himself to bring order, civility, and proper morals to the savage orcs that lived in his territory. He turned the orcs away from worshiping evil deities and towards the good draconic god Apsu. He accomplished what he had set out to do and a little more than he originally planned; every orc in the tribe has some degree of dragon blood in them. He had become so attached to his humanoid children he permanently adopted the name Frostusk which had originally been a pseudonym he used when first making contact with the orcs. Grandpa Frostusk was also responsible for creating the symbiotic relationship between the tribe and Jottkurn.

    Travath is enjoying his newfound freedom immensely. He finds the rest of the world fascinating if uncomfortably warm. Wherever he goes, people tend to treat him with the usual distrust and disdain afforded half-orcs. Travath chalks this up to being suspicious of strangers; he is vaguely aware that his home is unusual but doesn’t make the connection that people would distrust him because of what he looks like. He is often hired as extra muscle, and employers are usually shocked when they learn he can wield magic. Travath is charismatic and friendly, so he tends to overcome a person’s initial misgivings quickly.
    Last edited by Isklexi; Sunday, 23rd September, 2012 at 06:07 AM.

  10. #10
    Appearance & Personality
    A testament to his orcish and draconic blood, Travath towers over most other people standing almost seven feet tall. He keeps his straight hair at shoulder length and keeps his beard trimmed short. His hair is black with silver streaks, giving the impression he is much older than he really is. The heavy clothing from his icy homeland is ill suited for the temperate climes he finds himself in now, so he often eschews wearing his shirt and jacket; his tendency to go shirtless and his impressive physique lead most folks to initially take him for a dumb brute. All across Travath's light green hide are silvery tattoos of mystic symbols and glyphs; most people think the tattoos are just abstract symbols like war paint, but particularly erudite observers might notice they are a combination of orcish and draconic runes. The tattoos also serve to hide the small patches of tiny silver scales that dot Travath's skin.

    Travath tends to be friendly and curious. Before leaving his homeland, he had never met any humanoid race other than orc, half-orc, or human, so he is curious about other humanoids that most folk are used to. He thinks dwarves and elves are uncommonly rude people (when in fact they are just prejudiced against half-orcs). Travath believes in a strong sense of honor and helping those in need, but authority figures tend to rub him the wrong way. Coming from high in the Kodar Mountains, Travath is accustomed to much colder climes and tends to complain about the heat if temperatures rise above 60° F.

    Current Status
    Travath Frostusk (Male half-orc sorcerer 1)
    NG medium humanoid (human, orc)
    Str 16 Dex 14 Con 14 Int 12 Wis 10 Cha 16

    Key Skills Acrobatics +2, Bluff +3, Climb +3, Diplomacy +3, Disable Device +2, Escape Artist +2, Heal +0, Intimidate +7,
    Knowledge (Any) +1, Knowledge (Arcana) +5, Perception +0, Sense Motive +0, Stealth +2, Survival +5, Swim +3

    Init +2 Spd 30 ft. Senses Darkvision (normal light) Perception +0
    AC 12, touch 12, FF 10 HP 11/11 Temp HP 0
    Fort +3 Ref +3 Will +3 CMB +3 CMD 15
    Hero Points 3/3

    Melee Attack Greataxe +3 (1d12+4/x3)
    Melee Attack Claw +3/+3 (1d4+3)

    Currently Wielding Nothing (hands free)
    Current Armor none (Cold-Weather Outfit minus the shirt and jacket)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) Greataxe, Backpack, Belt Pouch
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch ([19 gp, 9 sp, 0 cp]), Backpack (Trail Rations/x4, Waterskin, Bedroll, Rope [50 ft, silk], Tent [2 person], Cold-Weather Outfit [shirt & jacket only])
    Stored (Footlockers, etc.) Nothing
    Current Encumbrance 69 lbs (light load) Medium Load 76.01 lbs Heavy Load 153.01 lbs Max 230 lbs

    Active Abilities
    1st-Level Spells: 4/4 (Mage Armor, Magic Missile)
    Cantrips: ~/~ (Detect Magic, Mage Hand, Ray of Frost, Read Magic)
    Supernatural Abilities: 6/6 Claws

    Current Effects and Conditions: Flat-footed
    Last edited by Isklexi; Sunday, 23rd September, 2012 at 06:06 AM.

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