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Ruiktheforgotten

First Post
Alright, sorry for the delay bbs but here is my character.

Half Elf Rp: fast 1rp
Flexible +2 (cha) +2 (dex) 2rp
Linguist 1rp
Elven Immunity 2rp
Skill bonus (perception +2) 2rp
Static Bonus Feat (skill focus) 2rp
Low Light Vision 1rp
Static Bonus feat (elemental focus) 2rp

Name: Orgyl
Race: Half elf (augmented)
Alignment: CN
Age: 23
Size: M
Gender: M
Class Level: Sorc 1
Hight: 5' 10"
weight: 180
Hair: Red
Eyes: Yellow

Str/14/+2 HD: 1d6 Hp:9
Dex/20/+5 Ac: 15/19 Flat: 10/14 Touch:15
Con/14/+2 Speed: 40ft
Int/12/+1 Fort: +3 Reflex:+5 Will: +4
Wis/14/+2 Bab: +0 Init:+5
Cha/20/+5 Cmb +2 Cmd 17

Skills: Appraise 1/0
Bluff 5/0
Craft 1/0
Fly 5/0
Intimidate 5/0
Knowledge(arcana) 5/1
Perception 8/1
SpellCraft 5/1
Use Magic Device 8/0 (skill focus)

Feats: Combat Casting


Special: Bloodline(Draconic Red) 1) claws 8 rounds/day
Eschew Materials

Traits: Focused Mind (+2 Concentration)
Resilient (+1Fort)

Gear: Sorcerer's Kit 19
Travelers Outfit 5
Mask 1
Bullseye Lantern 3
Oil (3) 3

Total Money left: 88gp 7sp
Total Weight: 31

Spells: 0-level Open/close DC 15
Resistance +1 Saves 1 minute
Detect Magic
Acid Splash 1d3

1st-level Burning Hands 1d4+1 DC 17
Shield +4 shield 1 minute

Spell Slots 1st-level 4/5/day

Attacks: 2 Claws +2 1d4+2
Ranged Touch +5

Background: Orgyl was the son of a adventurer, so has traveled alot in his life. He found he had magic talent when he was 16, but never did pursue it much, for he was just happy following his father around. Years ago however, His father and he were attacked by bandits, His father killed, and Orgyl was left with a scar to remind him of this events, a cut across his face, and a cut down his face destroying his left eye. From that point on he was forced to provide for himself, making nature his home, where he found peace enough to focus on his magic. Taking years to learn, his magic developed where he could start taking on odd jobs for cash, eventually earning enough to set out on his own adventure. With his money he decided that the world did not need to see his scars, thus he bought a simple face mask that only allowed for a hole where his right eye was.
 
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Dharuhk Svahre

First Post
Wayeen:
Ninja 1
Race: Neeyawracka
Size: Small
Height: 3'8"
Weight: 62lbs
Hair Color: Dark Blue
Eye Color: Blood Red

Str: 22/+6 (18 Base + 4 Racial)
Dex: 18/+4 (18 Base)
Con: 14/+2 (16 Base - 2 Racial)
Int: 12/+1 (10 Base + 2 Racial)
Wis: 12/+1 (10 Base + 2 Racial)
Cha: 20/+5 (18 Base + 2 Racial)

BAB: +0
Fort: +2 (0 Base + 2 Con)
Ref: +6 (2 Base + 4 Dex)
Will: +1 (0 Base + 1 Will)

HP: 10
AC: 19
Initiative: +4
Speed: 50ft
Languages: Common, Yrawrak (Neeyawrayka's racial language), Undercommon

Feats: Combat Expertise, Exotic Weapon Proficiency (Seven-Branched Sword and Double Chained Kamas)

Skills: Bluff 1/+9, Climb 1/+10, Acrobatics 1/+7, Disable Device 1/+6, Perception 1/+5, Stealth 1/+11, Sense Motive 1/+5, Intimidate 1/+9, Survival 1/+10

Character Traits: Rich Parents, Militia Veteran

Racial Traits: Scent, Bite

Class Features: Poison Use, Sneak Attack 1d6

Equipment:
Masterworked Seven-Branched Sword: 350
Double Chained Kama: 8
Masterworked Chain Shirt: 250
Masterworked Thieves Tools: 100
Backpack: 2
200ft Silk Rope: 40
Bulleye Lantern: 12
Grappling Hook: 1
Oil x10: 1
Trail Rations: 10 days: 5
Whetskin: 1
90gp

Attacks:
Seven Branched Sword: +8 1d8+9 + 1d6 Sneak Attack, Disarm
Double Chained Kama: +7 1d4+9 + 1d6 Sneak Attack, Disarm, Reach
Bite: +2 1d2+3 + 1d6 Sneak Attack

[sblock=Description] Wayeen is a short, light blue skinned individual with dark blue hair and fiery red eyes. Aside from his head though, he has no hair at all on his body. He does hover have a vicious set of sharp teeth, looking almost shark-like and giving him a very sinister smile. Despite his intimidating demeaner however, he is a very friendly sort and enjoys company. He carries with him his two ancestral weapons. The first is a double chained kama, wrapped around his left shoulder and ready for quick use. The other in a sheath along his back is the possesion that grants him nobility with his people, a masterworked seven-branched sword. He wears tattered robes overtop of a finely crafted mithril shirt, a boon picked up by his race from its limited contact with the outside world. Outside of a backpack with a few utilitarian tools, he owns no other possessions. [/sblock]

[sblock=Racial Backstory] Neeyawrackas are the evolved form of a vicious little swarming creature known as the Neeyakappas, also known as the grass parahna. These tiny predators where barely intelligent, and had only mastered the most basic art of using tools. All they could do is sharpen sticks with their teeth in order to allow them to hunt taller prey. One day long ago however, a samurai on a spiritual journey wandered into these creatures, and was suddenly in the fight of his life.

Neeyakappas never lose prey they can outrun. This is because they have a very strong sense of smell. Its used not only for tracking their prey, but for detecting when other Neeyakappas are being killed. The initial swarm, if not successful in killing their prey, will attract several other swarms. If these are defeated as well, the scent of the blood goes stronger and even more swarms are reached until they outnumber the blades of grass themselves.

The Samurai was a great warrior, equipped with his families ancestral weapons, and he gave an amazing account of himself. He battled on for a full week straight, and took a third of the entire races population with him. When he passed, his weapons were claimed by the biggest surviver. Not because of their amazing quality as weapons, as the primitive Neeyakappas could not recognise them as such, but because of the magical glow they had. The Neeyakappa that held these treasured shinies became the leader of the race. In addition, all the strongest, smartest, and most skilled Neeyakappas flocked to be around the leader and his treasures. This resulted in the evolution of the Neeyawrackas.

The biggest and best mated with the biggest and best, and soon the main tribe had become better than their little relatives. They even finally learned how to use their treasure as intended, for use in battle. Eventually, a Neeyawracka was clever enough to craft a rought copy of the ancient weapons out of wood. This produced an arms race in the tribe, as it was nigh impossible to take the origional weapons away from the leader. Just owning your own version made you important. Of course, it did not take long for every Neeyawracka to be armed, so social status was granted based off of the quality of weapon you carried. And so the Neeyakappa took its place amongst the other civilized races.

Once they made contact, and after the much initial bloodshed, Neeyawrackas became hunters, wilderness guides, bounty hunters, and assassins for the other races. Their combat prowess in the wild made them considerably feared, as they carried with them both their version of the fighting syle the samurai had brought their race many generations ago, and the speed, agility, and thirst for blood that allowed their ancesters to finally defeat him. Though few in number, the Neeyawrackas are a race to respect... at least in terms of combat prowess anyways. [/sblock]
 
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D'Raven

First Post
Created race: loungppoprs ( Mole Rats )
Type: humanoid (ratfolk) (0)
size: small (0)
Ability scores (mixed weakness -2): -2 str, +2 dex, +2 wis, -4 cha Mole rats are small but agile creatures. Animalistic cunning guides them but they have problems interacting with other races.
Offensive traits: bite(1) 1d2 damage as a small creature
Defensive traits: Plague born(1) +2vs disease, ingested poisons and becoming nauseated or sickened.
Senses traits: see in darkness(4) Can see perfectly in any darkness including magical.
movement traits: Climb (2) 20' climb speed +8 to climb checks
Swim(2) 30' swim speed 8 to swim checks
Burrow (3) 20' burrow speed
Mountaineer(1) no altitude sickness, keeps dex bonus while climbing or balancing on narrow ledge
Other traits: Hold breath(1) can hold breath for 4 times con score


Name:Kat
Race:Loungppoprs (created)
Type: humanoid (ratfolk)
Alignment:CN
Age:16
Size: Small
Gender: male
Class Level: 1 gunslinger (musket Master)
Height: 3'
weight: 27
Hair: Brown
Eyes: beady

Str/10/+0 HD: 1d10 Hp: 13
Dex/20/+5 Ac:19/20 Flat:14/15 Touch:16 f/t: 11
Con/16/+3 Speed: Climb 20' Swim 30' Burrow 20' land speed 30'
Int/16/+3 Fort: 5 Reflex: 7 Will: 5
Wis/20/+5 Bab: +1 Init: +7
Cha/6/-2 Cmb 0 Cmd 15

Skills:
acrobatics 1+3+5=9
climb 1+3+0+8= 12
perception 1+3+5=9
slight of hand 1+3+5=9
Craft(alchemy) 1+3+3=7
swim 1+3+0+8=12
knowledge(local) 1+3+3=7

Feats: Gunsmith, rapid reload. point blank

Special: Plague born, see in darkness, Mountaineer, Hold breath
traits. adopted(elven reflexes +2 init), rich parents

Gear:
Mwk Musket (300) (starting weapon repaired) (4.5lbs)
Mwk buckler (165) (2.5 lbs)
Mwk studded leather (175) (10 lbs)
powder horn x3 (9) (1.5 lbs)
black poweder x30 doses (30) (.75 lbs)
bullets x30 (3) (.25 lbs)
gunsmith kit (15) (2 lbs)
Mwk Back Pack(50) (1lbs)
alchemical cartrage flare x10 (50)
bullet silver x10 (25)
bullet adamantine x5 (30.5)
cartraeg x10 (11)
Total Money left: 36.5
Total Weight: 22.5 out of 28.5(L)/57(M)/86.25(H)
I used gunsmithing for all my ammo and my weapon. Since gunsmithing states it does not need craft checks I did not think its would be a problem.

Grit points: 5
Deeds: steady aim, dead eye, quick clear

attacks
musket +8 1d10 x4 40ft 1-2 missfire (vs touch within 1st range)
(+1 attack and damage <30ft)
bite +2 1d2 ...

Yes he's a rat named Kat. When he was young a couple of half elf kids brought him home asking to keep him as a pet. The children never being taught about his kind had no clue he was intellegent. The distracted parents simply waved thier hands and said thats nice dears, and so began Kat's short stint at the good life. The children had him follow every where they went exept with when they came across their parents. Kat knew a mistake was made but good food, a warm place to sleep and no one kicking him was worth the price of being a pet. Eventually the logical conclusion happened and the parents found the pet "cat". After a mad dash and some quick moves not only did Kat make it over the wall but he had with him his stash of expensive easily moved items. With these he set himself up a little investment. A gun, ammo and the training to use them.
 
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Jemal

Adventurer
Behemoth
Gargoyle Descendant Fighter(Lore Warden) 1
AL: NG HT: 7' WT: 300 pounds Hair: Black Eyes: white Skin: bronze

STR: 20 (+5) [18 base +2 race]
DEX: 18 (+4) [18 base]
CON: 18 (+4) [16 base +2 race]
INT: 12 (+1) [12 base]
WIS: 12 (+1) [12 base]
CHA: 12 (+1) [14 base -2 race]

HP: 14 (1d10+4) AC: 18 (10 base +4 dex +4 Armour)
Saves: FORT: +6 (2 base +4 con) REF: +4 (0 base +4 dex) WILL: +1 (0 base +1 wis)
Init: +6
Speed: 30, climb 20, glide 60(-1/5 height)

Bab: 1
CMB: (1 Bab + 5 Str) CMD: 19 (10 base +5 str +4 dex)
Attacks: 2 Claws: +7/+7, 1d4+5

Skills(Total/Ranks):[5 points]
Climb(+13/0), Intimidate(+10/1), Perception(+6/1), Survival(+5/1), Swim(+5/0)
Knowledge: Nature(+5/1), Geography(+5/1)

Feats: [2] Intimidating Prowess, W.Focus: Claw

Class/race Features: Bonus Feat, Scholastic(+1 skill pts/lvl, all INT skills = class skills), Plus see race below, Weapon Prof: Martial & Simple, Armor Prof: Light

Traits: Exile(+2 init), Sentinel*+1 to perception and it's always a class skill*
Languages: Common, X

Equipment:
Chain Shirt (100gp), Traveler's Bag (180gp worth of supplies I'll type out later)
20gp cash

*Advanced Race Builder:
Gargoyle Descendant
Type: Humanoid(Darklands)
Size : Medium(Upper end though)
Base Speed: normal
Ability score modifiers: Specialized(1p)
+2 Str, +2 Con, -2 Cha - Gargoyle Descendants tend to be strong and tough, but their bestial appearance and gruff attitudes are off-setting.
Languages: Standard
Weakness:
Light Blindness (-2p)

Racial Traits:
Climb: 2p
Glide: 3p
See in Darkness: 4p
Fearless: 1p
Claws: 2p
Skeletal Damage Reduction (DR 5/Bludgeoning): 2p *Gargoyle skin is stone-like and resistant to blades*

Backstory : Pending Added Details
Behemoth's ancestors were full on gargoyles - stone statues that came to life at night. Several clans made pacts with humans long ago: Humans guard them during the day, they guard the humans during the night. His particular ancestors ended up over the years, interbreeding with their human neighbours and allies, giving birth to many hybrids.
This angered many who thought the humans were being forced, coerced by the 'evil beasts'. His home was destroyed, along with most of his clan, and now he wanders the world searching for any of his people who may have survived, or - failing that - for a home.
 
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saphyre_wolf

First Post
Name: Altira
Alignment: LN
Class and Level: Monk LVL 1
Fav. Class: Monk hp
Archtype: Flowing Monk
Diety: Ahbadar
Race: Loup Ga Rou
Size: Medium
Gender: Female
Age: 21
Height: 5’9”
Weight: 120 lbs
Fur: Pure black with white paws and muzzle
Eyes: Crystal Blue

Str: 18/4
Dex: 18/4
Con: 16/3
Int: 12/1
Wis: 16/3
Cha: 10/0

HP: 1d8 12
Initiative: 10
AC: 16; Touch: 15; FF: 11
Fort: 5; Ref: 7; Will: 5
BAB: 0
CMB: 4
CMD: 20

Attacks:
Punch/kick +4 1d6+4; Slam +4 1d4+4; Bite +4 1d6+4; Flurry of blows +3/+3 1d6+4

Skills:
Acrobatics +9; Escape Artist +8; Perception +7; Sense Motive +7; Stealth +8

Languages:
Common, wolf, and draconic

Feats:
Combat reflexes, unarmed strike, improved initiative

Special abilities:
Scent, powerful charge, darkvision 60ft, bonus feat(combat reflexes), flurry of blows, unarmed strike, redirection

Equipment:
Belt pouches x6
Pet Hawk (hawkie)
Trail rations x12
Rope 50ft

Money: 40 sp; 34 gp
EXP:

Traits: reactionary, logroller

Background: Altira was born in the forest and barely knows anything else her parents raised her in the forest. Her parents were tragically killed by hunters when she was still a pup. And like most the hunters thought they were werewolves which is a common mistake with her kind. From that day on she taught herself in the way of the flowing monk so that she can go and teach people about the Loup Ga Rou.
 
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The Joker

First Post
human. (hero)
type. humanoid :0 points
stats, advanced. (+2 to str, dex, con/ +4 to cha, -2 to int , wis) : 4 points
linguistic :1 point
flexible bonus feat : 4 points
skilled :4 points
size medium
speed normal
total: 13 points


Name: Damien "Edge" Kain
HP: 8+3+1=12
AC:10+4+5=19
Lvl1 rouge (archtype: knife master)
Str 16 3
Dex 20 5
Con 16 3
Int 16 3
Wis 12 1
Cha 16 3

Base attack bonus: +0

Saves
Fort 0+3= 3
Ref 2+5= 7
Will 0+1= 1

cmb: 0+3=3
cmd: 10+0+3+5=18

Abilities
Sneak attack +1d6
Hidden blade: plus ½ rouge lvl to slight of hand to hide light blade,
Sneak stab: convert all dagger like sneak attack dice to D8’s, all others to D4’s

Feats
Two weapon fighting
weapon fatness

Traits
charming: +1 bonus to bluff or diplomacy checks to anyone who might find me attractive.
Campaign: favored son/ Ameiko Kaijitsu, owner of the rusty dragon inn.
(free sleep and food, loot sold with 10% return rate)

languages:
common
elven
dwarvish
draconic

Skills (8+3+1=12)
Acrobatics 4 +5 =9
Bluff 4+3=7
Diplomacy 4+3=7
Disable device 4+5=9
Disguise 4+3=7
Escape artist 4+5=9
Perception 4+1=5
perform (singing) 4+3+7
Sense motive 4+3=7
Slight of hand 4+5=9
Stealth 4+5=9
Use magic device 4+3=7

Equipment: 250
X2 daggers 4gp
X2 punching daggers 4gp
X2 kukri 16gp
starknife 24gp
Chain shirt 100gp
186

64
Clothing
Nord furs, 12gp 5lbs

Goods
Back pack 2gp 2lbs
x10 candles 1sp –lbs
crowbar 2gp 5lbs
flint and steel 1gp -lbs
Bedroll 1sp 5lbs
Chest large 10gp 100lbs
Blanket 2sp 1lb
X2 weapon cords 1sp –lbs
Marked cards 1gp 1lb
Grappling hook 1gp 4lbs
Lamp, common 1sp 1lb
Small steel merror 10gp 1/2lbs
Clay tankerd 1sp 1lbs
X10 pints of oil 1gp 10lbs
Miners pick 3gp 10lbs
Iron pot 8sp 4lbs
X5 Belt pouch 5gp 2 1/2lbs
Hemp rope (50 ft) 1gp 10lbs
Spade 2gp 8lbs
Sledge 1gp 10lbs
Waterskin 1gp 4lbs
Whetstone 1cp 1lbs
Gold:10 pieces 48
Silver: 3 pieces
Copper: 9 pieces

tattoo (a bloody white rose covering his chest)
tattoo of ownership (a pair of dice in mid roll showing the number 7 on his left hand)

History:
unknown
 
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