Characters for the World of Low'verok


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outlands

First Post
edited to fit approved format and to reflect correct pricing on continual flame sling-bullets. added outdoor gear.

Noddy Darkfox
male Halfling Rog3 (Small Humanoid, Spd 20 feet, base 20 feet)
AL: CN Ht: 3' 0" Wt: 34lbs Hair: strawberry blonde eyes: grey

Str 10 (+0)
Dex 15 (+2)
Con 10 (+0)
Int 9 (-1)
Wis 10 (+0)
Cha 11 (+0)

HD 17HP (3d6 - 6+5+6) AC: 16, touch 13, flat-footed 16
SV Fort +2, Ref +6, Will +2
Init +2

Base Atk +2
masterwork punching dagger +6 melee(1d4)
light mace +4 melee(1d6)
sap +4 melee(1d6 subdual)
dart +7 thrown(1d4, 20')
sling +6 ranged (1d4, 50')

Skills:
Balance +7, Bluff +2, Climb +3, Disable Device +5, Disguise +2, Hide +7, Jump +3, Listen +3, Move Silently +5, Open Lock +7, Perform (recorder, buffoonery) +2, Pick Pocket (sleight-of-hand) +3, Search +5, Tumble +8, Use Magic Device +2.

Feats: Point-Blank Shot, Weapon Finesse (dagger)

SQ Traps, Evasion, Uncanny Dodge; Sneak Attack +2d6

Possessions: 10 darts, sling & 10 bullets, light mace, masterwork punching dagger, sap, masterwork studded leather armor, explorer's outfit, entertainer's outfit, masterwork musical instrument (recorder) (+2), masterwork thieves' tools (+2), disguise kit (10 uses, +2), 5 smokesticks and tindertwigs, 2 tanglefoot bags, 3 thunderstones, SAK (Std. Adventurer's Kit: Backpack, Belt Pouch, Bedroll, Blanket, Flint & Steel, Trail Rations x3 days, Tent, Waterskin, Signal Whistle, Clay Mug, Whetstone, 5 candles), 7x potion of cure light wounds, 2x potion of vision, 2x potion of hiding, 1x potion of sneaking, 4x potion of spider climb, 40gp, 9sp.
(3 of the sling bullets have had continual flame cast on them)


Background:

Noddy was born in Port Lyalee to Paddy Fasttack and Nimura Ableeye. Paddy was a cobbler and Nimura made puzzle-boxes. Noddy was fascinated with his mother's craft, learning early how to search out and bypass her mechanisms. Eventually, her skills caused her to run afoul of a band of thieves who had influential political connections. His family was run out of town and scattered in different directions. Noddy made his way to Albon, stowed away underneath a caravan-wagon. Once he got to Albon, he started carving himself a niche as a street-performer playing a recorder, doing stage-magic, knife/dart-throwing, tumbling, buffoonery - anything to turn a copper, as long as it was - if not legal, then ethically and morally correct...mostly. He wasn't a *great* performer, but he *was* good enough to get by.

One day, a pitched battle erupted in the streets where he had just finished performing. In the chaos that ensued, he discovered an innate ability to make use of magical items when he took a wand from a dead wizard and repeated the command-word. As a "small-fellow," he learned early on to fight dirty - preferably by fighting from a distance and definitely by hitting bigger opponents where it hurt the most.
 
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Jemal

Adventurer
Rokelsh
Human Brb1/Fgtr3
AL: CG HT: 6'0" WT: 180 Hair: Long, Black Eyes: Green

STR: 19 (+4)
DEX: 18 (+4)
CON: 10 (+0)
INT: 13 (+1)
WIS: 17 (+3)
CHA: 6 (-2)

HP: 34(12+6+8+8) AC: 18
Saves: FORT: +5 REF: +5 WILL: +4
Init: +4

Bab: 4
Attacks:
MW M.C.L.Bow (+11, 1d8+4 damage, Threat 20/X3, Range 90')
Bow within 30' (+12, 1d8+5 damage, Threat 20/X3)
MW Flamberge (+10, 2d6+8 damage, Threat 18-20/X2)

Skills(Total/Ranks): Jump(+12/8), Craft:Weapons(+9/8), Craft:Armour(+9/8), Handle Animal(+6/8), Wilderness Lore(+7/4), Listen(+7/4)

Feats: W.Focus(L.Bow), W.Focus(Flamberge), Point Blank Shot, Power Attack, Two-Hand Power Strike

Special:
Rage 1/day, Fast Movement, Illiterate

Languages: Common, Orcish

Equipment:
On Self:
MW Flamberge
MW MTY Comp Long Bow(+4)
40 MW Arrows w/ Hunters Fletchings
(Reduces range increment by 20', but all arrows have 75% chance of NOT being destroyed when used)
MW Chain Shirt
Backpack
2 Belt Pouchs

On Hvy Horse:
-Pack Saddle
-20 days feed
-Bedroll
-20 days Rations
-Waterskin
-Tent

In Backpack:
5 Whetstones
Signet Ring
100' Silk Rope
10 Sunrods
10 Potions of Cure Light Wounds

Belt Pouch Left:
60 GP
Belt Pouch Right:
50GP, 8 SP


Background:
Rokelsh spent the majority of his young life living in the desert with his tribe, until the day he decided to leave the tribe and see what it was like outside the desert. For the last year he has been wandering the coastline, travelling from Benshay and leaving home behind him.
Rokelsh is not scared of magic like some of his people, it's just that he trusts his own skills more than any magic, and uses magic only to accentuate his own skills (IE healing/enhancments).

He's not really looking for anything in particular, he's just out to have an adventure, make his fortune, you know.. the usual.
 
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G

Guest 11456

Guest
Gaoi Gustwig : Air Genasi Wizard 3

Gaoi Gustwig
Air Genasi Wiz3
AL: NG HT: 5'11" WT: 185 Hair: Light Blue Eyes: Blue
Deity: Akadi

STR: 5 (-3)
DEX: 18 (+4)
CON: 16 (+3)
INT: 20 (+5)
WIS: 10 (+0)
CHA: 15 (+2)

HP: 32(11+7+7+7) AC: 14/10/14
Saves: FORT: +4 REF: +5 WILL: +3
Special Save Note: +1 vs air spells & effects
Init: +4

Bab: 1
Attacks:
MW Dagger (-1, 1d4-3 (1) damage, Threat 19-20/x2, Range 10'
MW H.Xbow (+6*, 1d4 damage, Threat 19-20/x2, Range 30'
* Above w/ MW Bolt +7 to hit

Skills: Diplomacy(+3/1), Knowledge:Arcana(+11/6), Knowledge:Architecture&Engineering(+9/4), Knowledge:Geography(+8/3), Knowledge:History(+8/3), Knowledge:Monsters(+11/6), Knowledge:Nobility&Royalty(+7/2), Knowledge:ThePlanes(+7/2), Knowledge:Religion(+7/2), Scry(+11/6), Spellcraft(+11/6)

Feats: Scribe Scroll, EWP(H.Xbow), Brew Potion

Special:
Levitate 1/day as if cast by a 5th level wizard
Darkvision 60 ft
Breathless
Outsider
A slight breeze seems to be present around him at all times
Electricity resistance 5

Languages: Common, Draconic, Auran, Aquan, Ignan, Infernal

Spell Book:
0th (4/day): Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost****, Read Magic, Resistance
1st (4/day): Burning Hands, Cause Fear, Charm Person, Comprehend Languages, Disguise Self, Mage Armor, Magic Missile****, Shield, Sleep, Summon Monster I
2nd (2/day): Invisibility**, Knock

Equipment:
MW Dagger
Monk's outfit

Backpack
Spell Book
MW H.Xbow
10 MW H.Xbow Bolts
20 H.Xbow Bolts
Potion of Fly
Potion of Invisibility
Potion of Bull’s Strength
Potion of Cat’s Grace
Potion of Cure Light Wounds

20 GP

Background:
Gaoi is the first born son of a high noble lord. He was destined to follow in his father’s footsteps. However, fate had a different path for the young genasi. At the young age of three he came down with a particularly bad fever. He was under the best care, but it still took them three months to cure the child. As young Gaoi grew up it became quickly apparent that his strength was less then appropriate for someone of his stature. Somehow the fever had sapped his very strength, making him a weakling.

At last he had come of age and it was time for him to make his place in the world. His father had hoped that he would follow in his footsteps and become a great fighter. Gaoi had other plans. He tried several pursuits. First he was going to be a bard, but he didn’t like the constant practicing. Then he tried to be a monk. He even bought the outfit. But that had too much meditating. Finally he found an old absentminded wizard that was looking for an apprentice. Gaoi thought that this wouldn’t work, but to his surprise he actually enjoyed it. The casting of spells actually relaxed the young genasi. He found that he excelled at learning new spells.

After he had learned what he could from the old man he had devised a plan for his departure. Noting that the old wizard was so forgetful, he decided he would grab some of the newly enchanted items. He would also get some scrolls and potions. Unfortunately he didn’t plan quite as well as he had thought. Instead of a magic dagger, hand crossbow, and some bolts, he got the masterwork items that had been prepared for enchantment. Instead of some magic scrolls, he got several love letters that the old wizard was keeping from his youth. He did however get away with a few potions. He also got away with several bottles of perfume and a bottle of cheap ink.

With these supplies he went out to join others and create an adventuring party. His current group often jokes about his failed attempt to take some enchanted items from his master. Such jokes as, “Hey Gaoi. How is that magic dagger working out for you? Oh! That’s right. It isn’t enchanted yet. Is it?”

Group Tie-Ins:
Having an air genasi and the son of a high noble lord with you helps with transactions.

“You want me to pay how much? Well we’ve got the son of Lord Gustwig with us.”

“Our buddy here can fly. Really! Just look. Show ‘em what you’ve got Gaoi.” At this point Gaoi uses his levitating ability.

“Boy it sure is a hot day. Wouldn’t you like a nice breeze to blow on you? Hey Gaoi! Over here.”
 
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Thels

First Post
Character Name: Damien Tallstrider
Player Name: Thels
Dungeon Master: Ray Silver
Race&Gender: Human, Male
Class&Level: Cleric3
Alignment: Neutral Good
Deity: Pelor
Size: Medium
Age: 26
Height: 6'2"
Weight: 216lb
Skin&Eyes: Fair, Blue
Hair: Short Blond

Strength: 13 (+1)
Dexterity: 10 ( 0)
Constitution: 11 ( 0)
Intelligence: 9 (-1)
Wisdom: 15 (+2)
Charisma: 12 (+1)

Fortitude Save: +3 (+3 Base, +0 Con)
Reflex Save: +1 (+1 Base, +0 Dex)
Will Save: +5 (+3 Base, +2 Wis)

Melee Attack: +3 (+2 Base, +1 Str)
Ranged Attack: +2 (+2 Base, +0 Dex)
Initiative: +0 (+0 Dex)

Max Weight: 50 (Light), 100 (Medium), 150 (Heavy)
150 (Over head), 300 (Off ground), 750 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 19 (+7 Armor, +2 Shield, +0 Dex)
Hit Points: 18 (of 18)
Experience: 3000 (need 6000)

Languages: 1 (1 Racial)
Common

Skills: 12 (2/level)
Concentration +2 (+2 Ranks, +0 Con)
Diplomacy +3 (+2 Ranks, +1 Cha)
Handle Animal +3 (+2 Ranks, +1 Cha), Crossclass
Heal +4 (+2 Ranks, +2 Wis)
Religion +1 (+2 Ranks, -1 Int)

Class Abilities:
Weapon Proficiency: All Simple
Armor Proficiency: All Armor and Shields
Domains: Healing and Sun
Spontaneous Casting: Cure Spells
Alignment Spells: No Evil Spells
Turn or Rebuke Undead: Turn Undead

Feats:
Combat Casting
Point Blank Shot
Weapon Focus: Heavy Mace

Spells per Day: 4/3+1/2+1
0th (DC12) Create Water, Detect Magic, Guidance, Light
1st (DC13) Bless, Protection from Evil, Protection from Evil, [Cure Light Wounds]
2nd (DC14) Aid, Bull's Strength, [Cure Moderate Wounds]

Weapons:
Masterwork Heavy Mace (To Hit +5, Dmg 1d8+1, Crit 20/x2, Medium, Bludgeoning, 12lb)
Masterwork Light Crossbow (To Hit +3, Range 80', Dmg 1d8, Crit 19-20/x2, Small, Piercing, 6lb)

Armor:
Half Plate (Armor +7, Max Dex +0, Check -7, Heavy, 50lb)
Large Steel Shield (Armor +2, Check -2, 15lb)

Equipment:
12 Hour Candle (4x, 1lb, 2gp)
Backpack (2lb, 2gp)
Bedroll (5lb, 1sp)
Belt Pouch (3lb, 1gp)
Bit and Bridle (2x, 2lb, 4gp)
Carriage (400 lb, 500gp)
Chest (25lb, 2gp)
Clay Mug (10x, 1lb, 2sp)
Cleric's Vestments (6lb, 5gp)
Cold Weather Outfit (7lb, 8gp)
Explorer's Outfit (Starting clothes)
Firewood (7x, 140lb, 7cp)
Flask (10x, 1lb, 3sp)
Flint and Steel (1gp)
Gold Holy Symbol of Pelor (2lb, 50gp)
Good Lock (1lb, 80gp)
Half Plate (50lb, 600gp)
Healer's Kit (1lb, 50gp)
Heavy Horse (2x, 2800lb, 400gp)
Hemp Rope (3x, 30lb, 1gp)
Hooded Lantern (2lb, 7gp)
Horsefeed (28x, 280lb, 14sp)
Iron Pot (10lb, 5sp)
Large Steel Shield (15lb, 20gp)
Masterwork Heavy Mace (12lb, 312gp)
Masterwork Light Crossbow (6lb, 335gp)
Oil Pint (14x, 14lb, 14sp)
Quiver of 100 Crossbow Bolts (10lb, 10gp)
Sack (2x, 1lb, 2sp)
Small Steel Mirror (2x, 1lb, 20gp)
Spell Component Pouch (3lb, 5gp)
Spruce Altar Case (5lb, 20gp)
Tent (20lb, 10gp)
Trail Rations (14x, 14lb, 7sp)
Waterskin (3x, 12lb, 3gp)
Winter Blanket (3lb, 5sp)
Yellow Dyed Linen Altar Cloth (20gp)

Total Weight: 3885 lb
Money: 0pp, 15gp, 15p, 13cp
__________________________________________________
Carriage: Huge vehicle; Handle Animal +0; Spd drawn (poor); Overall hp 90 (hardness 5); Overall AC 3; Ram 4d6; Face 15 ft. by 10 ft.; Height 10 ft.; Crew 1 (plus 5 passengers); Weight 400 lb.; Cargo 500 lb.; Cost 500 gp.

The carriage is essentially a fully enclosed wagon designed for passenger comfort, not cargo capacity. The driver and a passenger riding in front have one-half cover behind 1 inch of wood (hp 10, hardness 5). Inside passengers get three-quarters cover. Two heavy horses harnessed abreast pull most wagons at a speed of 35 feet when fully loaded and 50 feet with only a driver and passenger.

The carriage is pulled by two horses, called Breeze (male) and Shine (female). Both have the following stats:

Heavy Horse: Large Animal; HD 3d8+6 (19 hp); Init +1 (Dex); Spd 50 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Att 2 hooves +3 melee; Dmg Hoof 1d6+2; Face 5 ft. bt 10 ft.; Reach 5ft.; SA none; SQ Scent; Saves Fort +5l Ref +4, Will +2; Abilities Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skills Listen +6, Spot +6; Feats none; Alignment Neutral; Carrying Capacity: Light up to 200 lb, Medium 201-400 lb, Heavy 401-600 lb, Drag up to 3000 lb; Cost 200 gp.

The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.
 
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Starman

Adventurer
Syrrian Starwine
Elven Ftr 1/Wiz 2
AL: CG HT: 5'5" WT: 109 Hair: Shoulder-length brown Eyes: Pale Green

Str: 14 (+2)
Dex: 18 (+4)
Con: 12 (+1)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 13 (+1)

HP: 20 AC: 14
Saves: Fort +3, Ref +4, Will +4
Init: +4

BAB: +2
Attacks:
MW longsword +6 (1d8+2, 19-20/x2)
MW longbow +7 (1d8, 20/x3)
Dagger +4 (1d4+2, 19-20/x3)

Skills(Total/Ranks): Climb +5(3), Jump +5(3), Knowledge (Arcana) +6(3), Knowledge (Elven History) +5(2), Knowledge (Forbidden Lands) +4(1), Listen +5(2), Spot +5(2)

Feats: Combat Casting, Dodge, Martial Weapon Proficiency (composite longbow, composite shortbow, longsword, longbow, shortbow), Scribe Scroll, Weapon Focus (longsword)

Special:
Immune to sleep spells and effects
+2 racial bonus to saving throws against Enchantment spells and effects
+2 racial bonus to Listen, Search, and Spot checks
Summon Familiar

Languages: Common, Draconic, Gnome, Elven, Orc, Sylvan

Equipment:
On Self:
MW longsword
MW longbow
Quiver-40 Arrows
Dagger
Waterskin x2

Backpack containing:
Bedroll
Ink, vial x4
Inkpen
Spellbook
Potion of Cure Light Wounds x10
Scrollcase x2
Scrolls of Feather Fall, Fly, Invisibility, Knock x2, See Invisibility, Sleep, Spider Climb, Tenser’s Floating Disk

Belt Pouch containing:
Flint & Steel
Whetstone
98 gold pieces
8 silver pieces

Spells/Day
0: 4, 1: 3

Spells in Book
0- Arcane Mark, Dancing Lights, Daze, Detect Magic*, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation*, Ray of Frost*, Read Magic*, Resistance
1- Burning Hands, Identify, Mage Armor*, Magic Missile*, Protection from Evil, Shield, Sleep*, Spider Climb, True Strike

Qualnoth
Hawk
Tiny Animal
Hit Dice: 3 (10 HP)
Init: +3
Speed: 10'; fly 60' (average)
AC: 18 (+2 size, +3 Dex, +3 natural)
Attacks: Claws +5 melee (1d4-2)
Saves: Fort +2, Ref +5, Will +5
Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +6, Spot +6 (+14 during daylight)
Feats/Special Abilities: Alertness, Empathic Link, Improved Evasion, Share Spells, Weapon Finesse (claws)

History:
Syrrian is a younger son of an affluent elven family. Since he had little in the way of duties, he devoted his time to swordplay and eventually magical arts. He also spent much of his time reading tales of history. The Forbidden Lands hold a strange fascination to him and he collects tales of them where ever he goes.

Syrrian is simply wandering the land looking for adventure. He has notions of his own name appearing in history tales, perhaps by being the first person to reach and explore the Forbidden Lands.

[Edit] Forgot my familiar!
 
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Argent Silvermage

First Post
Elexia

STR: 10
DEX: 16
CON: 10
INT: 15
WIS: 16
CHA: 15

3rd level Cleric of Alnaria (Animal and Good domains)
Neutral good
Female Elf

BAB: +2
FORT: +3
REF: +4
WILL: +6
AC:

Hit Points: 16

Skills:
Knowledge Religion 6/+8
Healing 6/+9
Diplomacy 6/+8
Concentration 6/+6

Feats:
Reach Spell
Extra Turning

Elf traits
Can call Animal Companion
Good domain spells cast as +1 level (4th)

Spells per day: 0 = 4/ 1st = D+3 / 2nd = D+2
Basic spell list:
0: Detect Magic, Detect Poison, Mending, Read Magic.
1st: D= Protection from Evil, Bless, Divine Favor, Sanctuary
2nd: D= Calm Animal, Sound Burst, Enthrall

Character: Elexia
Item where on person quantity weight GP SP CP Book
Normal and Master work
Shepherd's Crook, MW in hand 1 4 300 PHB
Chain Shirt, MW Body 1 25 250 PHB
Back pack Back 1 2 2 PHB
Bed roll Sad.bags 1 5 1 PHB
Sun Lantern Sad.bags 1 3 162 SaSp
Rations Sad.bags 6 days 6 3 PHB
50' silk rope Sad.bags 1 5 10 PHB
Healer's Kit Pack 1 1 50 PHB
Holy Symbol, Silver Chest 1 1 25 PHB
Alter Case, Spruce Sad.bags 1 5 20 DotF
Alter cloth, Linen Alter case 1 * 15 DotF
Scripture Book, Compact Alter case 1 1 15 DotF
Scroll Cases Pack 6 3 6 PHB


Alchemicals
Sun Rods Pack 20 * 40 PHB
Holy Water Pack 4 4 100 PHB
Tindertwigs Pack 10 * 10 PHB


Potions and Scrolls
S: Cure light wounds Pack 4 scroll case 100 DMG
S: Magic Circle VS Evil Pack 2 scroll case 750 DMG
P: Spiderclimb Pack 2 0.2 100 DMG
P: Blur Pack 1 0.1 300 DMG

Mount (Charity)
Light War Horse * 1 * 150 PHB
Saddle, Riding Horse 1 25 10 PHB
Saddle Bags Horse 2 8 4 PHB
Bit & Bridle Horse 1 1 2 PHB
TOTAL COST: 2,242 76 GP left to spend.


Elexia hails from Willow Grove. She has spent her time over the last century raising and tutoring the children, in the orphanage she ran. She became so much a centerpiece of the town and town structure that the townsfolk all call her Granny. Elexia however is still a young elf and wished to see the world. One day after a very depressing talk with the town elders she decided she had had enough and left. She has lived so long among the humans that she sometimes has to be reminded she is an elf.
When she was a child growing up in a commune on the banks of Greenfire Lake all was wonder and joy. She was called to her ladies service at an early age and became the nanny for the commune there until the “thrills of the big city” brought her to Willow Grove. Now that same wanderlust is upon her and she has seen fit to find a new set of people to protect. While they may not be innocents themselves, She is there to make sure that the adventurers don’t harm the innocent.
Tall and serene she has white hair and clear blue eyes. Her Shepard’s crook is never far from her and neither is her love and devotion to all the little ones.

One thing that I will be playing on is her age compared to the non-elves in the world. Remember that she could have been diapering the grandparents of many of the humans.
 

Graywolf-ELM

Explorer
Draxiksus - Drax to his friends

Draxiksus
LizardFolk LizardFolk2/Ranger2
AL: N HT: 6'10" WT: 245 Skin: Light Green Eyes: Yellow
Deity:

STR: 17 (+3)
DEX: 15 (+2)
CON: 16 (+3)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 9 (-1)

HP: 36(8+6+8+2(+12 con)) AC: 19/12/16
Saves: FORT: +6 REF: +8 WILL: +1
Init: +6

Bab: 3 (+3 Str)
Attacks:
GreatAxe (+7[+3 2-weapon fighting], 1d12+3 damage, Threat 20/x3)
ShortSpear (+6[+2 2-weapon fighting], 1d6+1 damage, Threat 20/x2)
MW Composite Longbow (+5, 1d8 damage, Threat 20/x3, Range 110')
Club (+6, 1d6+3 damage, Threat 20/x2)
<Multiattack>
Natural (+6,+4,+4, 1d4 bite, 1d4 claw, 1d4 claw, Threat 20/x2)

Skills: Balance(cc+8/2), Handle Animal(+2/3), Jump(12/5), Knowledge:Monsters(+5/5), Listen(+6/5), Move Silently(+7/5), Search(+3/3), Spot(+6/5), Swim(+12/5), Tumble(cc+2/0 Synergy)

Feats: Proficiencies(Light Armor, Shield, Simple Weapon), Wild Empathy, Improved Initiative, Track, Two-Weapon Fighting(-4 primary and -4 secondary weapons),

Special:
Multiattack(-2 secondary natural attacks)
Hold Breath 4x Constitution = rounds underwater 64
Natural Weapons - Bite and 2 claws
Favored Enemy(Fey) - +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival, +2 bonus on damage also

Languages: Common, Draconic

Equipment:
2 beltpouches
Traveller's outfit - LizardFolk Style, harness for weapons, quivers, and sacks
2 quivers - 20 arrows each
Longbow, composite
Sack1
3 days trail rations
straps for harness(10)
Empty sack
Sack2
4 days trail rations
whetstone
Empty sack
waterskin
Greataxe +1 (Greenbite), swamp iron. It has a faint greenish hue, and looks slightly corroded. It does an additional 1 point of acid damage on each hit. (3,000gp)
Club
Shortspear
+1 Dragonhide Buckler
2 potions CLW
1 potion acid breath (like firebreath)
25 gp, 18 sp

Background:
Draxiksus's was delivered into this world by druids. Draxiksus grew up in a swampy area. Draxiksus was praised for his skill at Survival, which caused him to be both admired and hated. He is leaving his tribe to repay a debt of life and honor to an adventuring group that saved many lives through the use of healing magic. The day of the Death of the great Black Dragon.

Group Tie-Ins/Goals:
Drax intends to repay the debt of life and honor owed the adventuring group who healed members of his tribe, after they were attacked and harmed by the Black Dragon they worshipped and Kobolds. Beyond that his goals are to be determined after he has repaid his people's debt

Appearance, Traits:
Drax is 6' 10" of muscle and lizardy-ness His Scales are a light green, and his eyes are yellow. He wears a travelling harness with straps that weapons, armor, pouches, and sacks are attached to, quivers are crossed on his back with his bow strapped here as well when not in use, a custom-made club hangs at his side, he has a Dragonhide buckler on his left arm, along with a shortspear in that hand, and a greataxe in his right. Drax is a dutiful and dedicated Lizardfolk, he holds his duty to his tribe's honor and his friends at the top of his thoughts.
 
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passengerpigeon

First Post
Gadjo
Male Human Bard 4
AL: CN HT: 5'6" WT: 130 hair: dark brown eyes: dark hazel
age: 19

STR: 12 (+1)
DEX: 16 (+3) (raised once)
CON: 10 (+0)
INT: 14 (+2)
WIS: 8 (-1)
CHA: 18 (+4)

HP: 18 (6+3+4+5)
AC: 16 (10+3+3) touch: 13 flat-footed: 13
Init: +3

Fortitude: +1 (+1 base, +0 con)
Reflex: +7 (+4 base, +3 dex)
Will: +3 (+4 base, -1 wis)

BAB: +3
Weapons:
MW short sword +7 (1d6+1, 19-20/x2)
MW comp. short bow (+1 str bonus) +7 (1d6+1, 70' inc, 20/x3)
dagger +6/+6 (1d4, 10' inc, 19-20/x2)
Grapple: +4 (3+1)

Armor:
masterwork studded leather (+3, +5 max dex, 0 armor check, spell failure n/a)

Languages:
Common, Tribal (see background), Draconic

Feats:
Weapon Finesse, Eschew Materials, Still Spell

Abilities:
Bardic knowledge: +8 (4+2+2)
Bardic music 4/day: countersong, fascinate (2 at once), inspire courage (+1), inspire competence

Skills:
Perform(sing): 7/+11 (7+4)
Concentration: 7/+7 (7+0)
Bluff: 7/+11 (7+4)
Sleight of Hand: 7/+12 (7+3+2)
Use Magic Device: 7/+11 (7+4)
Knowledge(history): 5/+7 (5+2)
Tumble: 5/+10 (5+3+2)
Jump: 5/+8 (5+1+2)
Balance: 5/+10 (5+3+2)
Appraise: 3/+5 (3+2)
Disguise: 1/+5 (+7 in character) (1+4+2)
Perform(percussion): 1/+5 (1+4)
Spellcraft: 1/+3 (1+2)
Handle Animal(cc): 1/+5 (1+4)

Spells:
0th (4/day, 6 known): Message, Read Magic, Know Direction, Detect Magic, Light, Ghost Sound
1st (3/day, 3 known): Tasha's Hideous Laughter, Summon Monster I, Cure Light Wounds
2nd (1/day, 2 known): Summon Monster II, Enthrall

Equipment:
masterwork short sword, sheathed at belt (308 gp, 2 lb)
masterwork composite short bow (+1 str bonus), slung across back (450 gp, 2 lb)
masterwork studded leather, worn (175 gp, 20 lb)
traveler's outfit, worn (free)
dagger, worn in boot (2 gp, 1 lb)
dagger, hidden in sleeve (DC 21 to find) (2 gp, 1 lb)
dagger, hidden on leg (DC 21 to find) (2 gp, 1 lb)
20 arrows, quivered at belt (1 gp, 3 lb)
5 gp 9 sp, carried on person (1/3 lb)

light warhorse Putzina (150 gp)
bit and bridle, worn (2 gp, 1 lb)
riding saddle, worn (30 gp, 30 lb)
saddlebags, worn (4 gp, 8 lb)
masterwork tambourine, muffled and stored in saddlebags (100 gp, 3 lb)
bedroll, stored in saddlebags (1 sp, 5 lb)
heavy blanket, stored in saddlebags (5 sp, 3 lb)
waterskin, stored in saddlebags (1 gp, 4 lb)
3 days trail rations, stored in saddlebags (15 sp, 3 lb)
flint and steel, stored in saddlebags (1 gp)
60 arrows, stored in saddlebags (3 gp, 9 lb)
25 gp, hidden in saddlebags (1/2 lb)

total wealth: 5,400 gp
total expenditure, including bankroll: 1,265 gp
DM fiat money: 4,135 gp

light load: 43 lb medium: 86 lb heavy: 130 lb
currently carrying: 30 1/3 lb
130 lb over head, 260 lb off ground, 650 lb push/drag

Putzina's light load: 230 lb medium: 460 lb heavy: 690 lb
currently carrying: 68 1/2 lb
when ridden: 226 5/6 lb

Background:
Gadjo was born Tsinoro, son of Balo, member of a tribe of nomadic horse traders who wander the plains near Willow Grove. He lived the first eighteen years of his life among his people, learning their ways, speaking their language, singing their songs, and buying, selling, catching and rearing horses, and might have lived his life in blissful normalcy except for one thing -- Tsinoro hates horses, and always has. Despite his above-average understanding of them, he considers them smelly, stupid beasts, and had less than no inclination to spend the remainder of his days around them. As his nineteenth birthday approached, this attitude became evident, leading to many loud and violent fights with Balo and the other members of his tribe, who derided him as a weakling, clumsy in the saddle and unskilled as a trainer, who merely sought to avoid doing a job he was inept at. As this was all essentially true, it inflamed Tsinoro's aggravation all the more, but Balo was adamant that he follow in the family trade, even while mocking him for his failures. (The death of Tsinoro's mother Valentina in childbirth and Balo's lack of other children or another wife may have been responsible for this intolerant attitude on his part.) When Tsinoro's humiliation finally reached the breaking point, he stole his father's sword, bow, armor and horse and fled the plains and his tribe. As is sometimes done in Low'verok, he changed his name to Gadjo -- "outsider" in his native tongue.

It has been four months since his flight from the plains, and Gadjo is increasingly beginning to realize the precariousness of his situation. Trained for no work, his only "useful" skill is his musical talent, a pursuit since childhood (his masterwork tambourine is his only possession not stolen from his father, but rather given him by Balo as a coming-of-age gift). Although he has become accustomed to singing the songs of his people for money, he still inwardly shrinks from it, both out of respect for his people's traditions and out of fear that he will be recognized. His relationship with Putzina, who, although she is his father's horse (his *father's* *horse*), is still his only link to a life he felt safe living, is interesting at best. For her part, Putzina likes Gadjo well enough, but isn't going to jump off any cliffs for him.

There is another reason Gadjo fears the songs of his fathers -- only now that he has left his people has he begun to learn their power. The pounding drumbeats and insistent cadences are constantly thrumming at the back of his mind, reminding him of the bloodline he will always bear. Only after leaving home did the chants of his ancestors begin to create magical effects, and he has not yet come to terms with this ability, nor the frightening feeling of losing control that results from using it. Every time he wakes up from feverish dreams with a song in his head, or finds he has begun singing to himself without noticing or meaning to, he remembers the stories of his tribe, and wonders whether he will ever find a new home.

Gadjo is a short, swarthy young man with tight dark features but a surprisingly lost look in his hazel eyes. He is spare with his words and actions, which results in them having greater impact than they otherwise might. He wears earth-brown clothes and a heavy brown cloak, usually keeping it closed to conceal his weapons and armor. His hair is mildly unkempt and his shaving slightly raggedy. He has an excellent baritone voice with a better upper register than lower. Puztina is a dark brown horse with a white mane and tail (i.e., sorrel) and a white blaze on her left eye. She has an uncomplaining disposition but displays a tendency to push her riders by going faster than expected. She likes to run all out. (Balo rode her bareback. Gadjo never learned.)

Like the average young adult, Gadjo is looking for acceptance and for a purpose to fulfill. As a wandering runaway with no friends, these needs are especially acute. He is also somewhat concerned about his dwindling supply of cash -- he has enough to survive for a while, but any emergency would cause him serious distress. He has sung for his supper on occasion, but feels too conflicted about it to do it much more, and he shies away from a job working with animals. He is likely to wander just about anywhere looking for a place far away from the plains.

--p
 

Rayex

First Post
Gryxas

Male Dwarven Monk4 of the Stone Flyer Order


AL: LN
H: 4'1"
WT: 137
Hair: None
Eyes: Dark copper


STR: 16 (+3)
DEX: 16 (+3)
CON: 12 (+1)
INT: 10 (+0)
WIS: 18 (+4)
CHA: 6 (-2)


HP: 30 (4d8 + 4con)


AC: 18 (10 + 3dex + 4wis + 1stonehide) / 17 / 14


Saves:
FORT: +6 (4base + 2con)
REF: +7 (4base + 3dex)
WILL: +8 (4base + 4wis)


Init: +7 (+4 imp. init. + 3dex)


Base attack bonus: 3


Attacks:
Unarmed attack: +7 (3base + 3str + 1weapon focus), 1d6+3 damage, Threat 20/x2
Flurry of blows: +5/+5 (3base + 3str + 1weapon focus - 2flurry), 1d6+3 damage, Threat 20/x2
Kwarl's Fury (only during charge): +9 (3base + 3str + 1weapon focus + 2Kwarl's Fury), 2d6+3 damage, Threat 20/x2

Skills:
Balance 12 (7ranks + 3dex + 2synergy)
Jump 12 (7ranks + 3str + 2synergy )
Move Silentrly 10 (7ranks + 3dex)
Tumble 12 (7ranks + 3dex + 2synergy)


Feats:
Improved Initiative (lvl 1)
Weapon Focus (Unarmed) (lvl 3)
Deflect arrows (Monk lvl 2)


Special:

Stunning attack: (Once per level per day. Fortitude throw, DC 16 (10 + 2 (1/2 monk lvl) + 4wis). Stunned for 1 round.
Evasion: If successful Reflex save against an attack that does half damage, instead no damage.
Deflect arrows: Deflect one range attack per round.
Fast Movement.
Still mind: +2 saves vs. enchantment school
Slow fall: If wall within reach, take damage as if fall is 20ft. shorter than it actually is.


Languages:
Common
Dwarven


Equipment:
Monks Outfit
Backpack
14 days trail rations
Waterskin
Kwarl's Fury (Sandals of Tiger's Leap)
Stonehide (amulet of natural armor +1)
Frog Juice (potion of jump)
Sundraught (potion of cure moderate wounds, 3d8+5)
2 vials of ghostoil
3 vials of fleetfoot
1 pot of cooling gel
10 packets of alchemist's mercy


75 gp


Background:
Gryxas recently left his monastery in the Dragonspire Mountains where he trained from an early age, to visit Gajin. Kwarl, his master back at the monastery, felt that it was time that Gryxas saw a bit more of the world, and sent him out on a "soul-quest", so as to find his true inner self.


Appearance:
The first thing one will notice when laying eyes upon Gryxas, is his ruined face. While still an infant he was attacked by a stray dog. Where his nose should have been, there are only 2 small holes. Most of his face is scarred, and all of his hair is gone. While his face is ugly, his eyes are two warm, dark coppery pools of happiness. He wears a simple brown woolen robe, tied around the waist with a black woolen sash, and on his feet is a pair of light brown sandals. On his back he carries a brown backpack, where he has his food and other belongigs.
 
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