D&D 3E/3.5 [D&D 3.5] Children of the Gods - Rogues Gallery

KirayaTiDrekan

Adventurer
This is the character thread for my Children of the Gods play-by-post game.

Players, on your character sheets, please "show your math" - indicate where all bonuses come from. For example, a skill bonus should look something like...

Spellcraft - +9 (4 ranks, +3 Int, +2 Magical Aptitude Feat)

Please also include the name of your character's deific parent with your name, alignment, class, race, etc at the top of your character sheet.
 

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JustinCase

the magical equivalent to the number zero
Mort

Mort, or Lord Lucius Mortimer de Vicomte
LN human Necromancer 1
child of Wee Jas

[sblock=stats]
STR 8 (-1)
DEX 8 (-1)
CON 10 (0)
INT 18 (+4)
WIS 16 (+3)
CHA 12 (+1)

Fort: 2 = 0 base + 0 con + 2 familiar
Ref: -1 = 0 base + -1 dex
Will: 5 = 2 base + 3 wis

HP: 4
AC: 9 = 10 + -1 dex
BAB: +0

Attack (melee): dagger -1 (1d4-1)
Attack (melee): masterwork quarterstaff +0 (1d6-1)
Attack (ranged): dagger -1 (1d4-1, range 10)
Attack (ranged): light crossbow -1 (1d6)

Languages: Common, Valsharran, Draconic, Celestial, Infernal, Elven

Class abilities:
Spellcasting
Summon Familiar
School Specialization (necromancy; banned: illusion, enchantment)

Feats:
Spell Focus (necromancy)
Eschew Materials (human bonus feat)
Scribe Scroll (wizard bonus feat)
Alertness (when familiar within reach)

Skills:
Concentration +4 = 4 ranks + 0 con
Decipher Script +8 = 4 rank + 4 int
Knowledge (arcana) +8 = 4 ranks + 4 int
Knowledge (architecture) +5 = 1 rank + 4 int
Knowledge (dungeoneering) +5 = 1 rank + 4 int
Knowledge (geography) +5 = 1 rank + 4 int
Knowledge (history) +5 = 1 rank + 4 int
Knowledge (local) +5 = 1 rank + 4 int
Knowledge (nature) +5 = 1 rank + 4 int
Knowledge (nobility/royalty) +5 = 1 rank + 4 int
Knowledge (the planes) +5 = 1 rank + 4 int
Knowledge (religion) +8 = 4 ranks + 4 int
Spellcraft +8 = 4 ranks + 4 int
[/sblock]
[sblock=spellbook and spells prepared]
Spellbook (spells known):
Level 0:
resistance, acid splash, detect poison, detect magic, read magic, dancing lights, flare, light, ray of frost, disrupt undead*, touch of fatigue*, mage hand, mending, message, open/close, arcane mark, prestidigitation, caltrops, electric jolt, sonic snap, amanuensis, launch bolt, launch item, repair minor damage, stick
Level 1:
mage armor, magic missile, cause fear*, benign transposition, buzzing bee, summon undead I, backbiter*

Spells prepared:
Level 0: detect magic, sonic snap, message, disrupt undead*
Level 1: mage armor, backbiter*

Save DC = 14 + spell level
Save DC necromancy* = 15 + spell level (spell focus)
[/sblock]
[sblock=familiar]
Profanity, rat familiar
N tiny magical beast
Hit Dice: 1/4 d8 (1 hp)
Initiative +2
Speed 15 ft, climb 15 ft, swim 15 ft
AC: 15 (+2 size, +2 dex, +1 natural)
Base attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Special qualities: low-light vision, scent, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +12, Swim +10
Feats: Weapon Finesse
[/sblock]
[sblock=equipment]
Scholar’s outfit (worn) 0 gp
Spellbook (tucked away under clothes) 0 gp
Holy symbol of Wee Jas, silver (amulet around neck) 25 gp
Signet ring of De Vicomte family (on finger) 5 gp
“Ebon Serpent” masterwork quarterstaff, bonded weapon (in hand) 0 gp
Dagger (in belt) 2 gp
Light crossbow (strapped across backpack) 35 gp
Bolts (in quiver on back) 1 gp
Belt pouch, containing coins (on belt) 1 gp
Backpack, containing items below (worn on back) 2 gp
Bedroll 0.1 gp
Candle 0.01 gp
Scroll case, empty 1 gp
Trail rations, three days 1.5 gp
Cheese, one hunk 0.1 gp
1 gp 2 sp 9 cp
[/sblock]

[sblock=appearance and history][sblock=portrait] Mort.jpg[/sblock]
Appearance:
A tall, pale, thoughtful man who dresses in dusty black, primarily due to having better things to think about than what to wear. Besides, wearing black as a necromancer is expected.

His familiar is a little black rat named Profanity.


History:
You need a special kind of mind to master necromantic magic, and Lord Lucius Mortimer de Vicomte has it. But then, he is a special kind of person.

Mort – as his friends would name him if he had any – is both the son of the late Lord and Lady Vicomte, nobles with a penchant for the arcane, and child of the goddess Wee Jas. The details of this double parenthood are now known only to Mort and the goddess, and neither is willing to tell.

What is known is that Lady Maribeth de Vicomte, a high priestess of Wee Jas, died during or soon after the day Mort was born. Lord Samuel de Vicomte raised him, teaching the basics of magic and hiring many great wizards to educate the talented boy. About a year ago, Mort's father died and left him the family name – and a minor dept, because nothing remained of the once great family fortune.

Like his divine mother, Mort has a natural feel for the magic concerning life and death. Disciplined and highly intelligent, Mort has easily become a necromancer and is now looking to expand his repertoire by channelling the divine might of his goddess mother. Being ambitious and calculating, he is already planning his ascent to godhood, even making plans to gain worshipers and siphon power from other gods.

Life is a game of chess. For Mort, so are death and divinity.[/sblock]
 
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Steve Gorak

Adventurer
pixie.jpg
[sblock=Leaf Pixie Rogue]
Name: Leaf
Class: Rogue 1
Race: Pixie
Size: S
Gender: Androgynous
Alignment: NG
Deity: Ehlonna

Str: 10 (+0) [base 14, -4 pixie: 6 points]
Dex: 22 (+6) [base 14, +8 pixie: 6 points]
Con: 14 (+2) [base 14: 6 points]
Int: 18 (+4) [base 12, +6 pixie: 4 points]
Wis: 16 (+3) [base 12, +4 pixie: 4 points]
Cha: 20 (+5) [base 14, +6 pixie: 6 points]

Level: 1
BAB: +0

Reach : 5ft

Speed: land: 20, fly: 60 (Good)
Init: +6
HP: 8
Spell resistance: 16 [15 + class level]
Damage reduction: 10/cold iron

Spell-Like Abilities:
1/day—lesser confusion (DC 16), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 17), dispel magic, entangle (DC 16), permanent image (DC 21; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

Armor class
Code:
[b]Total [/b]       Base  Armor  Shld  Dex  Size  Nat  unnamed  insight  Deflection Dodge
[b]AC:  21[/b]      10    +2     +0    +6   +1    +1   +0       +0       +0          +1

[B]Touch:[/B] 18               
[B]Flatfooted:[/B] 14


Saves
Code:
	Base    Mod     misc    [B]Total[/B]
Fort:...+0......+2......+0.........+2				
Ref:....+2......+6......+0.........+8				
Will:...+0......+3......+0.........+3


Weapon, melee: small rapier
Attack: +7 hit, 1d4 damage, P, 18-20/×2 [+0 BAB, +6 dex (weapon finesse), +1 small]

Weapon, melee: small short sword
Attack: +7 hit, 1d4 damage, P, 19-20/×2

Weapon, melee: small dagger
Attack: +7 hit, 1d3 damage, P, 19-20/×2

Attack, Ranged: small short bow, 60ft reach
Attack: +7 to hit, 1d4 damage

Attack, Ranged: small dagger, 10 ft reach
Attack: +7 to hit, 1d3 damage

Languages: Common, sylvan, Elf, Gnome, Halfling, draconic

Class Progression:
Rogue 1

[sblock=Racial features:]
A pixie character exchanges its 1 HD of fey for its first class level.

Pixie characters possess the following racial traits.

-4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.

Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and

carrying limits ¾ those of Medium characters.

A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).

Low-light vision.

Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.

Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
+1 natural armor bonus.

Special Attacks : Spell-like abilities.

Greater Invisibility (Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities
1/day—lesser confusion (DC 16), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 17), dispel

magic, entangle (DC 16), permanent image (DC 21; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.

Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.

Favored Class: Sorcerer.

Level adjustment +4 [/sblock]

Class Features, rogue:
Sneak attack +1d6 (rogue 1)
trapfinding (rogue 1)

Feats:
Two weapon fighting (level 1 feat)
Dodge (Pixie bonus feat)
Weapon Finesse (Pixie bonus feat)

Skills:
Code:
Skill Points: 48 (rogue 1), * are class skills

Skills            	        Total     Ranks    Mod     Misc  
Appraise* (int)       		+0        +0      +4
Balance* (dex         		+6        +0      +6      
Bluff* (cha)          		+9        +4      +5          
Climb* (str)          		+0        +0      +0      
Craft bow & arrows* (int)       +4        +1      +4 
Craft traps* (int)          	+5        +1      +4 

Decipher script* (int)		+4	  +0      +4
Diplomacy* (cha)      		+9        +4      +5
Disable Device* (Int) 		+5	  +1	  +4
Disguise (cha)        		+5        +0      +5      
Escape artist* (dex)  		+7        +1      +6
Forgery* (Int)	      		+4	  +0	  +4
Gather Info* (Cha)    		+5        +0      +5

Hide* (dex)           		+14       +4      +6	+4 small
Intimidate* (cha)     		+5        +0      +5      
Jump* (str)           		+0        +0      +0      
Know. local* (int)    		+4        +0      +4
Listen* (wis)         		+10       +4      +4	+2 racial
Move silently* (dex)  		+10       +4      +6  
Open locks* (dex)     		+7        +1      +6
Perform* (cha)        		+5        +0      +5  
Profession* (wis)     		+5        +0      +5    
Search* (int)         		+10       +4      +4	+2 racial
Sense Motive* (wis)   		+4        +1      +3      
Sleigh of hand* (dex) 		+10       +4      +6
Spot* (wis)           		+9        +4      +3	+2 racial  					
Swim* (str)           		+1        +1      +0
Tumble* (dex)         		+10       +4      +6 
Use Mgic Dvice*(Cha)  		+9        +4      +5
Use Rope* (Dex)       		+7        +1      +6

Age: 2 years old
Height: 3'6"
Weight: 30lb
Eyes: blue
Hair: Black
Skin: Tanned

Background:
Leaf's coming had been fortold, and it awoke after lignting split the venerable oak tree. It came into being fully aware, knowing whom

it was and what it was.
The elven cleric was with the old human monk, and they took him to Ehlonna's schrine deep in the forest where it would be safe, and

learn about the world.
There it learned the ways of the world.

Leaf has recently learned that one of his god-born kin will be offered as a sacrifice to a vile dragon. This must not happen.


Equipment: 5d4*10 gp, taking average values - 125 gp starting gold
Code:
		Cost		Weight		
	10	gp	2	lbs	small explorer's outfit
	30	gp	0.75	lbs	1 small thieves tools (rolled in boot)
	10	gp	11.25	lbs	1 small leather armor
	4	gp	0.5	lbs	1 small cold iron dagger (on belt)
	20	gp	1	lbs	1 small rapier
	10	gp	1	lbs	1 small short sword
	30	gp	1	lbs	1 small short bow
	1	gp	1.5	lbs	1 small quiver of small arrows
	2	gp	0.25	lbs	2 bellt pouches
	0.03	gp			3 candles
	1	gp			flint and steel
	0.1	gp	0.25	lbs	bag of marbles
	0.02	gp			2 pieces of chalk
	0.02	gp			2 pieces of charcoal
					
	1	gp			bell
	0.3	gp			3 fish hooks
					
	2	gp	0.5	lbs	small backpack
	2	gp	1	lbs	10 ft silk rope
	0.1	gp	1.25	lbs	small bedroll
	1	gp	1	lbs	small waterskin
	0.25	gp	0.25	lbs	20 small arrow heads
					
Money	0.18	gp			
					
Total:	125	gp	23.25	lbs

Carrying capacity
Light Load: 25 lbs
Medium Load: 25 - 49.5 lbs
Heavy Load: 50 - 75 lbs

[/sblock]
 
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Skarsgard

Explorer
Name: Jhadzia
Class: Cleric 1 of Hextor (War and Destruction domains)
Race: ½ Orc
Size: M
Gender: Female
Alignment: LN
Parent: Heironious
Deity: Hextor

Str: 18 (+4) [base 16, +2 Orc: 10 points]
Dex: 10 (+0) [base 10 : 2 points]
Con: 14 (+2) [base 14: 6 points]
Int: 10 (+0) [base 12, -2 Orc: 4 points]
Wis: 14 (+2) [base 14: 6 points]
Cha: 10 (+0) [base 12, -2 Orc: 4 points]

Level: 1
BAB: +0

Reach : 5ft

Speed: land: 30
Init: +0
HP: 10


Total Base Armor Shld Dex
AC: 14 10 +4 +0 +0 +

Touch: 10
Flatfooted: 14


Base Mod Misc Total
Fort:...+2......+2......+0.........+4
Ref:....+0......+0......+0.........+0
Will:... +2......+2......+0.........+4


Weapon: Bonded Heavy Flail
Attack: +6 to hit, 1d10+6 damage [+0 BAB, +4 STR, +1 Masterwork, +1 Focus], 19-20/*2, +2 Disarm, can be used to trip, B

Attack, Ranged: Javelin
Attack: +4 to hit, 1d6 +4 damage range: 30ft, x2, P


Languages: Common, Orc


Class Progression:
Cleric 1

Racial features:

• Darkvision: Can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.

Class Features, Cleric:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Destruction Domain
Granted Power
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

War Domain
Granted Power
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.



Feats:
Power Attack (level 1 feat)
Weapon Focus (Heavy Flail) War Domain


Skills:

Skills Total Ranks Mod Misc
Balance (dex) -2 = -2 (Armour Check Penalty)
Bluff (cha) +0
Climb (str) +4 = +0 +4 (stat)
Concentration (con) +6 = +4 (ranks) +2 (stat)
Craft (wis) +2 = +0 +2 (stat)
Diplomacy (cha) +0
Disguise (cha) +0
Escape artist (dex) -2 = -2 (Armour Check Penalty)
Hide (dex) -2 = -2 (Armour Check Penalty)
Intimidate (cha) +0
Jump (str) +4 = +0 +4 (stat)
Know. religion (int) +4 = +4 (ranks) +0
Listen (wis) +2 = +0 +2 (stat)
Move silently (dex) -2 = +0 +0 -2 (Armour Check Penalty)
Perform (cha) +0
Profession (wis) +2 = +0 +2(stat)
Sense Motive (wis) +2 = +0 +2(stat)
Search (int) +0
Spellcraft (int) + 0
Spot (wis) +2 = +0 +2 (stat)
Swim (str) +0 = +0 +4 (stat) -4 (Armour Check Penalty)
Tumble (dex) -2 = -2 (Armour Check Penalty)
Spells

Level 0
Detect Magic
Cure Minor Wounds
Cure Minor Wounds

Level 1
Magic Weapon (D)
Cure Light Wounds
Command


Age: 16 years old
Height: 6’2”
Weight: 185lb
Eyes: Brown
Hair: Russet
Skin: Dark Tan


Equipment
Clothes
Chain Shirt 100
MW Bonded Heavy Flail
4 Javelin 4
1 dagger 2
Backpack2
Waterskin 1
Holy Symbol Silver 25
Bedroll 0.1
Blanket 0.5
Flint and Steel 1
Rope Hemp 50ft 1
Grappling Hook 1

Gold 3
Silver 4

Sixteen years ago a female child was born to the half-orc Ezri and her mate Utash. It was unknown by the parents but their daughter was actually the daughter of Heronious as an attempt to breed a potential future champion who would serve the forces of good and potentially sway the Orc tribes to the light. However, Hextor always alert to his brothers moves, arranged the abduction of the young baby and she was raised in the faith of Hextor by her new orc "parents". Jhadzia was a loving and honourable child who sought to reward the kindness of the church of Hextor to her parents by becoming a priest.

The brutal teachings of Hextor warred with he own internal moral compass but over years the teachings have adjusted her natural goodness and made her a harder person. She is honourable and chivalrous but like all priests of Hextor believes that strength is the most valuable virtue and trains accordingly. At sixteen she finds herself being offered to a dragon as it's maid???

Jhadzia is set on finding her own path in the world, she can be brash, brutal and even cruel at times but she also has moments of kindness and pity for the weak.
 
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Dariusknight

First Post
Darius Hieroneous
Male Human Barbarian 1
Chaotic Good
Representing Dariusknight

Strength 18 (+4)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 9 (-1)
Charisma 8 (-1)
Size: Medium
Height: 6' 3"
Weight: 240 lb
Skin: Tan
Eyes: Green
Hair: Dark Brown Straight; Light Beard
Total Hit Points: 13

Speed: 40 feet [barbarian]

Armor Class: 15 = 10 +3 [studded] +2 [dexterity]

Touch AC: 12
Flat-footed: 13
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (handheld): +5 = 1 [base] +4 [strength]
Attack (unarmed): +5 = 1 [base] +4 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +5 = 1 [base] +4 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Languages: Common

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:

Power Attack
Weapon Focus x1 Weapon(s):
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 0 =
+0
Balance Dex* 2 =
+2
Bluff Cha -1 =
-1
Climb Str* 4 =
+4
Concentration Con 1 =
+1
Craft_1 Int 0 =
+0
Craft_2 Int 0 =
+0
Craft_3 Int 0 =
+0
Diplomacy Cha -1 =
-1
Disguise Cha -1 =
-1
Escape Artist Dex* 2 =
+2
Forgery Int 0 =
+0
Gather Information Cha -1 =
-1
Heal Wis -1 =
-1
Hide Dex* 2 =
+2
Intimidate Cha 3 =
-1
+4
Jump Str* 8 =
+4
+4 [speed 40]
Listen Wis 3 =
-1
+4
Move Silently Dex* 4 =
+2
+2
Perform_1 Cha -1 =
-1
Perform_2 Cha -1 =
-1
Perform_3 Cha -1 =
-1
Perform_4 Cha -1 =
-1
Perform_5 Cha -1 =
-1
Ride Dex 2 =
+2
Search Int 2 =
+0
+2
Sense Motive Wis -1 =
-1
Spot Wis 1 =
-1
+2
Survival Wis -1 =
-1
Swim Str** 4 =
+4
Use Rope Dex 2 =
+2
* = check penalty for wearing armor

Human:

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Barbarian:
Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

This barbarian cannot yet read/write.
Class HP rolled
Level 1: Barbarian 12

Darius Hieroneous's Equipment:

28 lb
2 lb
5 lb

1 lb
20 lb
1 lb
8 lb
_____
65 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Lamp (common)
Tent
Torches x1
Waterskins x2

Total
 

Dariusknight

First Post
Darius's Background:

Darius was born as part of a union between his mother, who was the daughter of the chieftain of one of the larger tribes of Plains barbarians, and the God Hieroneous. His father immediately moved on to other things once he was done with Darius's mother, leaving the now pregnant girl to fend for herself in a tribe that frowned upon unions that were not blessed by the tribe as a pair mating. This made Darius (upon his birth) and his mother near outcasts among the tribe and made life for them quite hard. They would not get the best of the hunting, nor the best of the furs and so Darius upon reaching the age of 15 summers and considered to be adult by the traditions of the tribe, left to find fortune and fame among the mercenary bands roaming the country.
 

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