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  1. #1

    (Record) Official Character Thread

    If you are creating a new, 1st level character for the Living ENWorld campaign, please use the required standard character sheet, located here. Because much of this sheet is in CODE blocks, it's easiest to edit with a fixed width font (like the default font in Notepad, or 'Courier New'), instead of the ENWorld post editor.

    LEW uses the 3.5 Core books (PHB, DMG, and MM) and the SRD rules. Also available for use are the approved proposals from LEW's own members, compiled in the Rules and Mechanics thread and the LEW Wiki. Feel free to propose new content in the Living ENWorld forum (original creations or open content), it will be reviewed by the community and voted on by the judges.

    When creating your character, do not roll for ability scores. Instead, please use Standard Point Buy with 30 points. Hit points are max at first level, then 3/4 max after that (for d6 and d10 hit dice, first round down then round up every other level). For example, a 1st Rogue with 10 Con has 6 HP at level 1, 10 HP at level 2, and 15 HP at level 3.

    Use the maximum standard starting gold for your class:

    Starting Gold:
    Barbarian            160
    Bard                 160
    Cleric               200
    Druid                80
    Fighter              240
    Monk                 20
    Paladin              240
    Paragon (Half-elf)   200
    Paragon (Human)      200
    Paragon (Other)      As the race's favored class
    Psion                120
    Psychic Warrior      200
    Ranger               240
    Rogue                200
    Sorcerer             120
    Soulknife            200
    Wilder               160
    Wizard               120

    Make a new post here in the Official Character Thread for each character you play. Remember that you may only have up to 3 active characters at a time.

    Once you have posted your character sheet, you need to get your character approved. To be approved, please send the character judges an email containing the character's name, level, and a link to the character's post in this thread. Make sure to put 'LEW' in the subject line so that there is less chance that any of us will delete it as spam. The current Living ENWorld Character Judges are Boddynock (boddynocklew@gmail.com), covaithe (covaithe@Googlemail.com), orsal (orsal@Mail.com), Rae ArdGaoth (Rae.ArdGaoth@gmail.com), and Trouvere (trouvere.lew@gmail.com). To keep everybody informed, make sure to 'Reply to All' when responding to approval emails.

    In order to receive any experience points, a Living ENWorld character must be approved by at least two judges. When a character gains a level, the character must be re-approved by at least two judges before the character can receive any more experience points. To be re-approved, simply edit the post here with the new level and send us an email with a link to the updated character sheet. Unapproved characters will receive NO experience for adventuring before they are fully approved.

    The List

    This is the list of all of the characters the Judges have approved. All of these characters are good to go for Living ENWorld.

    Active Characters:

    Inactive Characters

    Boddynock, covaithe, orsal, Rae ArdGaoth, and Trouvere, Living ENWorld Character Judges
    Last edited by Living Enworld Judge; Tuesday, 15th November, 2011 at 05:31 PM.

  2. #2
    Sollir Lightfoot, male halfling Nec1: Small-size Humanoid (halfling); HD 1d4+2; hp 6; Init +4; Spd 20 ft; AC 15 (+4 Dex, +1 Size); Melee Dagger -1 (1d3-2, 19-20/x2); Touch Attack +5; Ranged Heavy Crossbow +5 (1d8, 19-20/x2); Touch Attack +5; SA spells; SQ halfling traits, summon familiar (weasel); AL LN; SV Fort +3, Ref +7, Will +2; Str 6, Dex 19, Con 14, Int 16, Wis 9, Cha 8.
    Skills and Feats: Concentration +6, Knowledge (Arcana) +7, Knowledge (Religion) +7, Knowledge (The Planes) +7, Spellcraft +7; Scribe Scroll (B), Weapon Finesse (Touch).
    SQHalfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.
    Wizard Spells Prepared (3/3) (Abjuration and Enchantment banned):
    0-Detect Magic, Touch of Fatigue (x2)
    1-Color Spray, Mage Armor, Ray of Enfeeblement
    Equipment: Dagger (S) (2 gold), Heavy Crossbow (S) (50 gold), 30 Arrows (3 gold), Scroll of Color Spray x2 (50 gold), Spell Component Pouch x2 (10 gold), 5 gold remaining.

    Cesil, Weasel Familiar, Tiny Animal, Init +2, Move 20 ft./Climb 20 ft., AC 15 (+2 size, +2 dex, +1 natural), Bite +4 melee, 1d3-4 damage, SQ: Attach, SQ: Empathic Link, Improved Evasion, Scent, Share Spells Fort +2, Ref +4, Will +3, Str 3/Dex 15/Con 10/Int 6/Wis 12/Cha 5.
    Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4

  3. #3
    Name:      Eruin de Terith
    Class:     Ranger
    Race:      Half-Elf
    Size:      Medium
    Gender:    Male
    Alignment: Neutral Good
    Deity:     Verdante
    Str: 14 +2 (6p.)     Level:    1      XP: 0
    Dex: 16 +3 (10p.)    BAB:     +1      HP: 9 (1d8+1)
    Con: 12 +1 (4p.)     Grapple: +3     
    Int: 12 +1 (4p.)     Speed:   30'      
    Wis: 12 +1 (4p.)     Init:    +2        
    Cha: 10 +0 (2p.)     ACP:     -1         
                   Base  Armor Shld  Dex  Size   Nat  Misc  Total
    Armor:         10    +3    +0    +3   +0     +0   +0    16
    Touch:         13
    Flatfooted:    13
                   Base  Mod  Misc  Total
    Fort:          2     +1         +3
    Ref:           2     +3         +5
    Will:          0     +1         +1
    Weapons:       Attack   Damage     Critical     Range
    Longsword      +3       1d8        19-20x2      N/A
    Short sword    +3       1d6        19-20x2      N/A
    Longbow        +4       1d8        x3           100 ft.       
    Common   (Racial)
    Elven    (Racial)
    Draconic (Bonus)
    Immunity to sleep spells and similar magical effects
    +2 racial bonus on saving throws against enchantment spells or effects
    Low-light vision
    +1 Racial bonus on Listen, Search, and Spot checks
    +2 Racial bonus on Diplomacy and Gather Information checks
    Elven blood
    Weapon and armor proficiency
    Favored Enemy: Orc
    Wild Empathy
    Point Blank Shot
    Skill Points: 28         Max Ranks: 4/2
    Skills:                  Ranks  Mod  Misc      Total
    Hide                     4      +3   -1 (ACP)  +7
    Move Silently            4	+3   -1 (ACP)  +7
    Listen                   4      +2             +6
    Search                   4	+2	       +6
    Spot                     4	+2             +6
    Climb                    4      +2   -1 (ACP)  +6
    Heal                     4      +1             +5
    Diplomacy                0	+2	       +2
    Gather Information       0	+2             +2
    Equipment:               Quantity   Cost    Weight
    Explorers Outfit         1          10 gp   0  lb.
    Studded Leather Armor    1          25 gp   20 lb.
    Longsword                1          15 gp   4  lb.
    Short sword              1          10 gp   2  lb.
    Longbow                  1          75 gp   3  lb.
    Backpack                 1          2  gp   2  lb.
    Waterskin                1          1  gp   4  lb.
    Bedroll                  1          1  sp   5  lb.
    Sack                     1          1  sp   .5 lb.
    Case, map or scroll      1          1  gp   .5 lb.
    Trail Rations            5          20 sp   4  lb.
    Flint and Steel          1          1  gp   0  lb.
    Torches                  3          3  cp   3  lb.
    Quiver (20 arrows)       1          1  gp   3  lb.
    Total Weight: 51 lb      
                  Lgt   Med   Hvy  Lift  Push
    Max Weight:   58    116   175  350   875
    Money:        5 gp  0 sp  0 cp
    Age:    23
    Height: 6'1"
    Weight: 175 lb
    Eyes:   Deep Blue
    Hair:   Black
    Skin:   Beige/Earthen

    Eruin is a half-elven male whose eyes would appear to indicate that he has lived longer, and seen more, than he in fact has. Like many who pursue his calling, he is most comfortable on the road, surrounded by his comrades-in-arms and awaiting the glory of adventure. While travelling, Eruin is typically clothed in a long, dark-blue hooded cape that casts a shadow about his entire face, revealing little other than the whites of his eyes. Though he is not rude or openly abrasive, his tendency to speak less than he thinks makes Eruin somewhat difficult to get to know. Those who do know him, however, will attest to the warmth of his spirit and the loyalty of his heart.


    Of Elven mother and Human father who went their separate ways in his younger years, Eruin has spent the majority of his short life as a second-class citizen, an unwanted blight on his mother's Elven community, and a mystery to his father's kin and friends. Seeking solace and the answers to unanswerable questions, Eruin routinely wandered the woods in silence. As time passed and Eruin grew in strength and courage, the woods continued to prove a powerful draw for Eruin - under the shadow of its cover and in the company of its denizens would be the only place Eruin would ever call home - now, and in the future...
    Last edited by msd; Thursday, 10th June, 2004 at 02:12 PM.

  4. #4
    Name: Velbrik
    Class: Bard
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: N
    Deity: None
    Str: 14 +2 (6p)     Level: 3        XP: 4065
    Dex: 12 +1 (4p)     BAB: +2         HP: 18 (3d6+3)
    Con: 12 +1 (4p)     Grapple: +4     
    Int: 14 +2 (6p)     Speed: 30'       
    Wis: 12 +1 (4p)     Init: +1        
    Cha: 14 +2 (6p)     ACP: -1
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +4   +0    +1    +0    +0    +1      16
    Touch: 12              
    Flatfooted: 15
                             Base   Mod  Misc  Total
    Fort:                      1    +1          +2
    Ref:                       3    +1          +4
    Will:                      3    +1          +4
    Weapon                  Attack   Damage     Critical
    Longsword                 +4     1d8+3     19-20/x2
    Shortbow, composite +2
      masterwork arrows       +4     1d6+2        20/x3
      mw silver arrows        +4     1d6+1        20/x3
      mw cold iron arrows     +4     1d6+2        20/x3
    Languages: Common, Draconic, Goblin
    Abilities: Bardic music (countersong, fascinate, inspire courage +1, inspire competence), 
    bardic knowledge (+5)
    Feats: Combat Expertise, Improved Feint, Improved Disarm
    Skill Points: 52       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc   Total
    Bluff		        6        2           +8
    Concentration           6        1           +7
    Hide	                6        1           +7
    Kn (arcana)             6        2           +8
    Move Silently           6        1           +7
    Perform (oratory)       6        2           +8
    Sense Motive            6        1           +7
    Sleight of Hand         6        1           +7
    Use Magic Device        6        2           +8
    *Cross-Class skill
    Equipment:                      Cost   Weight
      Longsword                      30gp    4lb
      Shortbow, composite +2        225gp    2lb
        Arrows (masterwork) [14]      7gp    3lb
        Arrows, silver (mw) [20]      9gp    3lb
        Arrows, cold iron (mw) [20]  14gp    3lb
      Chain shirt (masterwork)      250gp   25lb
      Explorer's outfit              N/A     8lb
      Cloak of protection +1          -      2lb
      Backpack                        2gp    2lb
        Acid, flask [2]              20gp    2lb
        Alchemist's fire, flask      20gp    1lb
        Bedroll                       1gp    5lb
        Piece of chalk                1cp    N/A
        Flint and steel               1gp    N/A
        Trail rations [4]             2gp    4lb
        50' silk rope                 10gp   5lb
        Grappling hook                1gp    4lb
        Ink and inkpen              8.1gp    N/A
        Manacles (masterwork)        50gp    2lb
        Monk's Outfit                 N/A    2lb
        Signal whistle              0.8gp    N/A
        Small steel mirror           10gp  0.5lb
        Sunrod [4]                    8gp    4lb
        Waterskin                     1gp    4lb
        Whetstone                     2sp    1lb
        Winter Blanket                5sp    3lb
      Belt Pouch                      1gp 0.5lb
        Caltrops                      1gp   2lb
        Money (80% in gems)           N/A   N/A
      Spell Component Pouch           5gp   2lb
      Potion (cure light wounds) [3] 150gp  N/A
      Potion (sanctuary, CL4)    [1] 100gp  N/A
      Healing Salve (1d8)        [3]   -   N/A
      Wand of CLW (18c)                -   N/A      
      Scroll Case                    1gp  0.5lb
         20 sheets of paper           8gp  N/A
         Silence, scroll (arcane)    200gp  N/A
    Money:  1748gp 4sp 7cp
    Total Weight: 94.5 lbs.
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 58   116   175   350   875
    Bard Spells Known: (6/3) 0th detect magic, light, mage hand, message, prestidigitation, read magic; 1st cure light wounds, hideous laughter, silent image; spells per day: (3/2); DC 12 + spell level.

    Description: Velbrik is a moderately young human with a fair complexion and black hair that, when it reflects the light, shows a tint of dark green. He is of average build, although slightly shorter than average. On his lower cheek near the back of his jaw is a tiny curving birthmark of indeterminate shape. Velbrik wears a high-collared chain shirt under a loose navy blue cotton shirt and brown trousers, over which he wears a high-quality black cloak. A backpack, bulging in odd places, is slung over his back. In addition, Velbrik wears a battered sword-belt, strapped on the right of which is a longsword, the left holding two pouches and a few heavily-padded vials. Velbrik carries himself with a cocky air and speaks in a quiet, steady, and almost musical voice.

    Experience History:
    1575 XP from Uriel's Trek to the Vineyard.
    810 XP/270 XP/510 XP from Uriel's To Delmon's Aid.
    900 XP from Uriel's Feral Battle Royale.
    Last edited by WizWrm; Thursday, 21st October, 2004 at 06:01 AM.

  5. #5
    Acolyte (Lvl 2)

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    Ironwolf Kinkaid, Human Psychic Warrior

    Name: Ironwolf Kinkaid
    Class: Psychic Warrior
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: NG
    Deity: None
    Str: 18 +4 (10p+2)   Level: 10        XP: 45,254 (Level at 55,000 xp)
    Dex: 14 +2 (6p)     BAB: +7         HP: 94 (8 + 9*6 +20 Con +12 Psionic Body)
    Con: 14 +2 (6p)     Grapple: +11
    Int: 10 +0 (2p)     Speed: 30' (includes boots)
    Wis: 18* +4 (6p)     Init: +2
    Cha: 10* +0 (0p)    ACP:-6             CP Used:  100 of 6750
    *=Includes +2 profane bonus to Charisma from Aglaia's Kiss
    *=Wisdom includes +4 from Periapt of Wisdom +4
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +8   +0    +1    +0    +0    +0      19
    Touch: 11              
    Flatfooted: 18
    Note: When expanded to size large, AC is one lower (due to size, change in
    Dex doesn't effect AC due to armor limit.)  At size huge, AC is 3 lower.
                             Base   Mod  Misc  Total
    Fort:                      7    +2    +3     +12
    Ref:                       3    +2    +3     +8
    Will:                      3    +4    +5*    +12
    *+2 Misc is from Psicrystal; +1 to each from Cloak, +2 profane bonus 
    from Aglaia's Kiss
    Weapon                 		Attack	Damage		Critical
    Falchion               		+12/+7	2d4+6		18-20/x2
    +2 Adamantine Falchion 		+14/+9	2d4+8		18-20/x2
    Javelin                		+9/+4	1d6+4		20/x2
    Bite of Wolf (Prime)   		+11	3d8+4		20/x2
    Bite of Wolf (Second)  		+6	3d8+2		20/x2
    Armor Spike			+11/+6	1d6+4		20/x2
    (When made as a secondary attack, Bite of the Wolf is in addition to attacks
    with manufactured weapons.)
    If expanded to size large: (includes strength increase, size decrease to 
    attack, and damage dice increase)
    Falchion               		+12/+7	2d6+7		18-20/x2
    +2 Adamantine Falchion  	+14/+9	2d6+9		18-20/x2
    Bite of Wolf (Second)  		+6	2d6+2d8+2	20/x2
    Armor Spike			+11/+6	1d8+5		20/x2
    If expanded to size huge: (includes strength increase, size decrease to 
    attack, and damage dice increase)
    Falchion               		+12/+7	3d6+9		18-20/x2
    +2 Adamantine Falchion  	+14/+9	3d6+11		18-20/x2
    Bite of Wolf (Second)  		+6	3d6+2d8+3	20/x2
    Armor Spike			+11/+6	2d6+6		20/x2 
    Languages: Common
    Feats: Psionic Body(1), Psionic Weapon(PW1), Psicrystal Affinity (H)
    (Resolved, +2 Will Save), Power Attack(PW2), Cleave(3), Psicrystal Containment(PW 5), 
    Psionic Meditation(6), Deep Impact (PW8), Weapon Focus (Falchion)(9)
    Change per Judge
    Ironwolf did not qualify for the following at level 9, will have to take at 11 instead: Improved Critical (Falchion)(PW11)
    Skill Points: 39 Max Ranks: 13/6.5 Skills Ranks Mod Synergy Misc Total Autohypnosis 13 4 2 0 +19 Knowledge (Psionics) 5 0 2 0 +7 Psicraft(cc) 2.0 0 2 0 +4 Spot(cc) 2.0 4 0 2* +8 Listen(cc) 0 4 0 2* +6 Concentration 13 2 0 0 +15 Jump 0 4 0 -1 +3 *The +2 Misc bonus to Spot and Listen apply when psicrystal is with Ironwolf, granting alertness. Jump includes +5 from boots and -6 from ACP (cc)=Cross-Class skill (So the 2.0 ranks is Psicraft cost 4 ranks) Equipment: Cost Weight Falchion 75gp 8lb Adamantine Falchion +2 (Note: Generates Light) 8lb Gauntlet, Locked 8 gp N/A with Full Plate Spiked Full Plate Armor 60 lbs Explorer's outfit N/A 8lb N/A while worn 6 Javelins 12 lb Preiapt of Wisdom +4 Boots of Striding and Springing 1 lb Cloak of Resistance +1 1 lb Plain Necklace with Setting for Psicrystal 5gp .1lb (Has had continual flame cast upon it) Backpack 2gp 2lb Crowbar 2gp 5lb Bedroll 1sp 5lb Waterskin 1gp 4lb Winter Blanket 5sp 3lb Antitoxin The necklace is a simple iron chain ending in a small globe of crystal. Ironwolf's psicrystal is normally affixed to the globe, and made less obvious by the other mundane crystals in the necklace. Money: 170 pp 8 gp 9 sp 14 cp Total Weight: 109.1 Lgt Med Hvy Max Weight: 100 200 300
    Powers Known: Vigor; Force Screen; Expansion; Bite of the Wolf; Body Adjustment; Hustle; Concealing Amorpha, Greater, Danger Sense; Strength of My Enemy; Freedom of Movement, Psionic
    Note to character judges: Ironwolf could have selected a 2nd level power a 4th level, but chose an additional 1st level power instead. At 9th, Ironwolf selected a 2nd level power rather than a 3rd.
    Power Points/day: 27 (class) + 20 (wisdom) = 47

    Description: Ironwolf is a short, wiry man with shoulder length black hair. He is of a calm and thoughtful demeanor. A large curved blade is strapped to his back, an unusual weapon for a man only 5' tall, even with broad shoulders and a muscular frame. He weighs 160 lbs.

    530 xp and 30 gp from Eggs and Desires
    675 xp partial XP reward from Murder is the Pits
    400 xp partial (time) xp reward from Murder is the Pits
    550 xp 1000 gp final reward Murder is the Pits, 10 gp worth of wine (sold) and antitoxin; 200 gp gift from Vanitri and 25% off purchase price of Full Plate Armor (which makes most of the money go away...) Upon receipt of the full plate, studded leather will be sold.
    240 gp and potion of CLW, initial payment from Ashin's commission
    [Data lost due to server crash: Total in Google Cache: 3602 xp]
    175 xp April '06 Ashin's Commission
    370 xp May '06 Ashin's Commission
    159 xp June '06 Ashin's Commission
    1350 xp July Nov Ashin's commission
    2.5 DM credits = 375 xp (subtotal 6,031 xp for level 4.)
    450 xp Final prior to RA taking over, Ashin's commission
    2733 xp Ashin's Commission via RA
    375 xp Ashin's Commission via RA
    600 xp from 3 DM credits
    9,000 xp from Ashin's Commission via RA
    4,600 xp from Ashin's Commision via RA
    5080-4600=480 xp
    525 from time in Ashin's Commision
    5460 xp Ashin's commission super mega battle
    800 xp time xp
    Loot summary from Ashin's Commsion
    Spend 13 DM Credits for 13*400 XP = 5,200 xp
    Spent 50 gp to add spikes to Armor
    200 gp refund from Cloak of Resistance +1 as crafted by Almayce
    100 gp on cloak
    Gave Nurlan 30 gp to popularize Hulgyr
    3000 xp, Peregrinations of the Shard Subtotal: 39,254
    Spend 15 DM credits for 6,000 xp Subtotal: 45,254

    Light Warhorse "Dream", missing presumed dead
    with Bit, Bridle, Military Saddle -- Dream is stronger
    than normal for a horse of his breed, and can carry up to 300 lbs as
    a light load.
    Last edited by Patlin; Monday, 17th November, 2008 at 06:05 PM. Reason: Complete Level up to 10

  6. #6
    Acolyte (Lvl 2)

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    Tor, son of Ariathus

    Name: Tor son of Ariathus son of Terrimandinosus
    Class: Barbarian/Fighter/Sorceror/Dragon Disciple
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: None
    Str: 16 +3 (8p+)    Level: 2/2/1/1 XP: 15,957 (Level at 21,000)
    Dex: 14 +2 (6p)     BAB: +4        HP: 60 (12 +8 +9 +7 +3 +9 +12 Con) (59 Raging)
    Con: 14 +2 (6p)     Grapple: +7
    Int: 14 +2 (6p)     Speed: 40' (30 + 10 Barbarian)      
    Wis: 8 -1  (0p)     Init: +2
    Cha: 12 +1 (4p)     ACP:-1	CP: 2250
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +5   +0    +2    +0    +1    +0      18 (16 Raging)
    Touch:             12  (10 Raging)            
    Flatfooted:        16  (14 Raging) [but note uncanny dodge]
                             Base   Mod  Misc  Total
    Fort:                      8    +2    +0     +10 (+12 Raging)
    Ref:                       0    +2    +0     +2
    Will:                      4    -1    +0     +3 (+5 Raging)
    Weapon                 Attack           Damage             Critical
    Spiked Chain +1        +8 (+10)          2d4+5 (2d4+8)     20/x2
    Spiked Chain           +7 (+9)          2d4+4 (2d4+7)     20/x2
    Silver Scimitar        +7 (+9)          1d6+3  (1d6+6)   18-20/x2
    MW Str 2 Comp Longbow  +7              1d8+2              20/x3
    (Numbers in parenthesis are while raging, -1 damage from alchemical silver 
    accounted for.)
    Languages: Common, Draconic, Giant
    Abilities: Rage 1/day; Fast Movement; Uncanny Dodge
    Feats:Exotic Weapon(Spiked Chain), Combat Reflexes, Power Attack (Fighter 1),
    Cleave (Level 3); Combat Expertise (Fighter 2)
    Skill Points: 54       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc	ACP	Total
    Swim                     5      3     0		-2	+6
    Survival                 6     -1     0		0	+5
    Knowledge (Arcana)      8.0     2     0		0	+10
    Jump                     7      3     4		-1	+13
    Listen                   9     -1     0		0	+8
    Intimidate               7      1     0		0	+8
    Concentration            0      2     0		0 	+2
    Tumble                  3.0     2     2		-1	+6
    Ride                     2      2     0		0	+4
    Spot                    1     -1     0		0	+0
    12 skill ranks spent in cross class skills -- 6 Kn(Arc), 6 Tumble -- 5 ranks 
    spent in Kn(Arc) as Sorceror, not cross classed.  Speed provides +4 bonus to jump.
    Equipment:              	Cost		Weight
      Spiked Chain         		25 gp		10 lb
      Spiked Chain +1            	2325 gp		10 lb
      Alchemical silver scimitar	105 gp		4 lb
      Chain Shirt +1               	1250 gp		20lb
      Explorer's outfit     	N/A		N/A
      Wand: Enlarge Person (50)	525 gp (Ashnar)	N/A
      MW Mighty (+2) Comp. Longbow	(Goblin HQ)	3 LB  
      40 Arrows  			(Goblin HQ)	6 LB
      Backpack             		2gp		2lb
        Antitoxin              	50 gp		0 lb
        3 Sunrods                	6 gp		3lb
        Bedroll                   	1sp		5lb
        Waterskin                 	1gp		4lb
        Winter Blanket         	5sp		3lb
        Trail Rations, 5 days	25 sp		5 lbs (but on mount)
    Money:  3 pp, 8 gp, 4 sp, 2 cp
    Total Weight: 75 lb (light load)
                               Lgt   Med   Hvy
    Max Weight:                 76   153   230
    While Raging:               133  266   400

    Cantrips Known: Prestidigitation, Read Magic, Detect Magic, Light
    1st level Known: True Strike, Mount

    Per Day: 0th:5 (Class) 1st: 3 (Class) + 1 (Charisma) +1 (Dragon Disciple)= 5

    Description: Tor has coppery skin and flaming red hair, with eyes that swirl in varying hues of yellow and red. While he seems to be more or less human, it's clear to even a casual observer that something unusual must be hiding in the branches of his familly tree, and not too many branches up. He is 6 feet tall, 185 lbs, and is quick to laugh and smile. Those who have not seen hm in battle would be hard pressed to guess at the rage he can call forth. A tattoo on his back of a copper dragon occasionally seems to move, though this is almost certainly a trick of the light.

    Familly History: Tor's father, Ariathus, is the adopted son of the Copper Dragon Terrimandinosus. Terrimandinosus infused Ariathus with some of his essence, turning Ariathus in a half-dragon. While Tor has inherited some tendencies in that direction, he is no half dragon yet...

    XP Log:
    Before Crash
    1,889 xp partial reward from Search for Goblin HQ, Bow
    2,700 xp from conclusion of Goblin HQ, 466.8 gp

    Corrected after server crash based on google info to: 6,847 xp
    1,810 xp; partial award from Rats in a Maze
    4050 xp; end of Rats in a Maze
    750 xpFinal/correction Rats in a maze
    Subtotal: 13,457 xp
    Gained 2416.4 gp from initial divvy Rats in the maze
    Purchased: Chain Shirt +1 (1,250 gp) and Spiked Chain +1 (2,325 gp) Sold: Studded Leather 12.5 gp Net Cost: 3562.5
    52.5 gp left for Tor at the inn
    525 gold given to Ashnar for a Wand of Enlarge Person
    2,500 xp from Tempest Fugit Subtotal:15,957
    Last edited by Patlin; Sunday, 16th November, 2008 at 06:33 PM. Reason: XP from Tempest Fugit / Level Up to 6

  7. #7
    Acolyte (Lvl 2)

    threshel's Avatar

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    Jun 2002
    Northern Virginia
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    Block threshel


    Herlhest Colfax

    Name: Herlhest Colfax
    Class: Druid
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Verdante
    Str: 14 +2 (06p.)     Level: 1        XP: 0
    Dex: 15 +2 (08p.)     BAB: +0         HP: 9 (1d8+1)
    Con: 12 +1 (04p.)     Grapple: +2     Dmg Red: 0/-
    Int: 10 +0 (02p.)     Speed: 30'      Spell Res: 0
    Wis: 14 +2 (06p.)     Init: +6        Spell Save: +2
    Cha: 12 +1 (04p.)     ACP: 0          Spell Fail: 0%
                    Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +2    +X    +2    +0    +X    +X    14
    Touch:          10                +2                      12
    Flatfooted:     10    +2                                  12
                           Base   Mod  Misc  Total
    Fort:                  2      +1          +3
    Ref:                   0      +2          +2
    Will:                  2      +2          +4
    Weapon                    Attack   Damage     Critical
      Quarterstaff, 2-handed    +2      1d6+3      20x2
      QS, On hand               +0      1d6+2      20x2
      QS, Off hand              +0      1d6+1      20x2
      Sickle                    +2      1d6+2      20x2
      Sickle, On hand           +0      1d6+2      20x2
      Sickle, Off hand          +0      1d6+1      20x2
      Sling, Range 50           +2      1d4+2      20x2
    Languages: Common
    Abilities: Animal Companion, Nature Sense, Wild Empathy
       Druidic Spells, Bonus Starting Feat, +1 Skill Point/level
    Feats: Improved Initiative, Two-Weapon Fighting
    Skill Points: 20       Max Ranks: 4/2
    Skills                       Ranks  Mod  Misc  Total
       Concentration              2     +1          +3
       Diplomacy                  1     +1          +2
       Handle Animal              2     +1          +3
       Heal                       2     +2          +4
       K:Geography (CC)           1     +1          +2
       K:Nature                   2     +1   +2     +5
       Listen                     3     +2          +5
       Spot                       3     +2          +5
       Survival                   3     +2   +2     +7
       (Skill Points:  2+1+2+2+2(CC)+2+3+3+3=20)
    Spells:  3/2/0/0/0/0/0/0/0/0
    Level 0: Guidance, Detect Poison, Purify Food and Drink
    Level 1: Cure Light Wounds, Entangle
    Equipment:                  Cost  Weight
       Explorer's Outfit         -      na
       Quarterstaff              -      04lb
       Leather Armor             10gp   15lb
       Sickle, 2                 12gp   04lb
       Sling                     -      00lb
       Sling Bullets, 10         01sp   05lb
       Holly & Mistletoe         -      na
       Waterskin                 01gp   04lb
       Spell Component Pouch     05gp   02lb
       Backpack:                 02gp   02lb
        Rations, 2 days          01gp   02lb
        Sunrods, 4               08gp   04lb
        Small Steel Mirror       10gp   .5lb
        Soap                     05sp   01lb
        Candles, 8               08cp   -   
        Silk Rope, 50', tied on  10gp   05lb
        Bedroll, tied on         01sp   05lb
       Belt Pouch:               01gp   .5lb
        Coin                     -      .2lb
        Whetstone                02cp   01lb
        Flint & Steel            01gp   -
        Tindertwigs, 12          12gp   -
    Total Weight: 55.2lb   Money: 07gp 02sp 00cp
                           Lgt   Med   Hvy   Lift  Push
    Max Weight:            58    116   175   350   875
    Age: 23
    Height: 6'3"
    Weight: 171lb
    Eyes: Green
    Hair: Brown
    Skin: Tan 
     Animal Companion:
    Wolf, Medium Animal
    HD: 2d8+4 (13 hp)
    Init: +2
    Speed: 50 ft. (10 squares)
    AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack:	Bite +3 melee (1d6+1)
    Full Attack: Bite +3 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent, Bonus trick, Link, Share Spells
    Saves:	Fort +5, Ref +5, Will +1
    Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Skills:	Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1/+5
    Feats:	Track, Weapon Focus (bite)
    Tricks: Purpose (Guarding - Attack, Defend, Down, Guard), Heel, Track,
    Come (Bonus)
    Combat: A favorite tactic is to send a few individuals against the foes front
    while the rest of the pack circles and attacks from the flanks or rear.
    Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent
    (+1 check modifier) as a free action without making a touch attack or provoking
    an attack of opportunity. If the attempt fails, the opponent cannot react to
    trip the wolf. 
    Skills: Wolves have a +4 racial bonus on Survival checks when tracking by
    Herlhest Colfax is a tall, wiry young man dressed in explorer's clothing. His sun-streaked brown hair is kept short, although it tends toward unrulyness and pokes out over his ears and from under the wide-brimmed hat he wears. His skin is the kind of deep tan that comes from growing up outdoors. He has clear, green eyes which reflect an observant nature. His clothing and armor are undyed, and vary from the pale yellow of his linen shirt to the deep browns of his leather armor, breeches, and boots. A simple brown belt holds a fringed pouch, sling, and bullet bag on his right, and a sturdier buckled hard leather pouch on his left. Beneath a modest but well secured backpack, with visible bedroll and coil of light rope, twin sickles are secured against his lower back, handles peeking out to either side level with his belt. Over all of this is a sturdy, hoodless cloak of oiled canvas. A wide-brimmed circular leather hat is perched on the back of his head in all but the most severe weather, exposing his open, friendly face to the sun and potential friends. Around his shoulders hangs a garland of holly and mistletoe, marking him as the druid he is. With him is a male wolf-mutt named Bohru, his prominent gray and white markings accented by brown "socks" and ears. Bohru appears recently full grown, as he still displays a puppy-like bounce in his step.

    Leshreth Colfax was a guide and caravanner by trade. In the growing seasons, he would guide for hunters and, in times of war, armies. During the harvest, he guided trade caravans seemingly from Fire to Water and back again. Rarely did anyone want to go Windward, but he would take their employ like any other. Just as he was accepting the fact that his vocation would prevent him from ever having a family, he met Mirilee, a merchant's daughter. Leshreth worked hard to win her, and harder to win her father's approval. For the changing of six seasons, he worked excusively for Mirilee's father, and for very little pay. At the end, he was able to show good profit for the merchant, and reveal that he had been practical in saving his meager pay, having enough of his own money to set house. Mirirlee's father agreed to the marriage, and that's when Mirilee pulled Leshreth aside and told him that under no circumstances would she sit alone in a stead, raising their children while he traveled. Either he would take up a trade that allowed him to be home, or she would travel with him. There would be no compromise. Mirilee's father exploded when told, ranting that no daughter of his would live a life on the road, and without the security of Leshreth's vocation, the wedding was off.

    Leshreth was crushed. Mirilee pleaded with her father to re-consider, but he was steadfast. For the whole of the seasons of growing, the two were apart while Leshreth worked, and Mirilee struggled to maintain their bethrothal. By the harvest, Leshreth was desperate for the woman he loved. Gambling that she would choose him over her father, he spent the money set aside for their house on a covered wagon and oxen to pull it. Should she agree, it would be their home. She readily agreed, but of course her father was adamant. So, in the night, they met outside the gates to her town, and began a life without the benefit of marriage. A life they have continued until this day. The next year, on safari with a large party of hunters, Mirilee went into labor, and their firstborn, Herlhest, was born. His cries were hale, and no game was had that day, nor any day for the rest of the trip. The hunter's weren't cross, rather they looked at the birth as a good sign for the coming year. Life begats life, they said, the circle spins. The safari turned into a birthing celebration. Herlhest spent his first days among good humored men, loving women, the scent of a campfire, and the verdant green of spring.

    Their first years after Herlhest was born were harder than most. Many weren't willing to take on a guide that had a young child and mother with him, but Mirilee's head for business kept them afoat, and they survived. The youngster quickly grew into a strong, friendly boy. Throughout his life, Herlhest relished in meeting new people and seeing new places. He always made friends among Leshreth's charges, regardless of age, and he showed great interest in the animals and plants they would encounter. He enjoyed all the seasons save winter, in which they didn't travel, but he didn't really dislike it, either. When he was five, he took to guiding and tending the oxen without being asked. By the time his sister, Treleslee, was born two years later, all the animals were in the care of Herlhest. He was able to skillfully guide them in whatever direction Leshreth wished, and they rarely became agitated or stubborn under his hand. So the years passed. The twins Reshelth and Rimilee were born, a boy and girl, when Herlhest was nine. His family entered another difficult time as the twins passed through infancy into childhood, but they weathered it like any other. By the time Herlhest was 15, Leshreth and his family had a certain amount of fame, mostly due to the oddity of a whole family traveling with what is usually a solitary vocation. Leshreth was deserved of his reputation as an excellent and trustworthy guide, however, and during this time he began to attract apprentices. Mirilee took it as another opportunity, and suggested that the now aging Leshreth retire, and start a school for guides. Her ideas had always bore fruit, and Leshreth took the opportunity to finally settle down with his family. Instilling his firstborn son as his prize student, he took on as many others as he could handle. Herlhest hated it. He wanted to travel, wanted to continually see new things and meet new people, wanted to maintain the numerous friendships he had cultivated among the travelling folk, and most of all, wanted the company of good humored men, loving women, the smell of a campfire in his nostrils, and the verdant green all around.

    To say that his adolescent years involved rebellion against his father would be harsh, and overly dramatic. Yet he resisted parts of his training, taking to some lessons, and seeming to ignore others. Herlhest wasn't happy, and it showed. Again, it was Mirilee who cut through Leshreth's frustration, suggesting that maybe Herhest's path wasn't exactly his father's, but one that ran close. Leshreth made an agreement with the boy, one in which Herlhest was expected to work hard, but at those lessons he chose. It quickly became evident that Herlhest wasn't at all interested in hunting and guiding as a profession, but he devoured all his lessons on the natural cycle, and confirmed his mother's notion when he showed a talent for natural magic. Thus it was that Herlhest Colfax became a student of Verdante, and a druid. He stayed past the age of manhood for two full turnings of seasons, as the family had an unexpected addition: his youngest brother, Leshreth the junior. The birth had been difficult, and his mother was long in recovering, and it was feared she would not make it. Leshreth the junior was as hale as his oldest brother had been, however, and all returned to normal by the time the boy was speaking words. With normalcy came the old desire, and in the spring of his twentieth year Herlhest finally bid his family goodbye, promising to winter there in the years he was close enough. The school was doing well, very well, and it had expanded to include actual service. Colfax's Guides were becoming known as competent and honest. His siblings, young enough to have adapted to the townie life the school made necessary, were community folk. Indeed, Treleslee was nearly 14 turnings of seasons, and already had a few suitors. She had always hated leaving the wintering places and was happily contemplating life as a town wife. Herlhest alone couldn't let the road go, not yet, but felt that in time he would feel as his father did, and settle down. But that's a long way off, and the thought brought a smile to his face as he left the town limits, his quarterstaff thumping the ground in time with his feet.

    The spring after his departure he heard pained yelps coming from off the trail. Investigating, he found a half-starved she-wolf in hard labor. For some reason, her pack had abandoned her, and it was doubtful that she or her litter would survive. He spent the balance of the day with her, as well as most of the night. By the time all seven of her litter were born, she had passed, and all but one were stillborn. As he cleaned the pup, it quickly became evident why her pack had left. She had mated with a dog, likely feral, and the pack had cast her out once the unfamiliar scent was on her. He saw signs that the father had stayed for a while, but he hadn't been around for the last few weeks. It was unusual behavior from a wolf, but feral dogs were unpredictable. This one had either run off, or had befallen some other fate. Herlhest left the mother and stillborn litter to nature, and took the pup, naming him Bohru, mainly because he liked the sound of it. He wasn't sure if it was actually a word. After holing up to take care of the pup for a few weeks, they hit the trail again, ever towards the unknown.

    Since leaving home, Herlhest hasn't been close enough to winter there, although he probably could if he really tried. He is content sending them a few letters a year to let them know he's well and alive, and has so far taken up his habit of wintering in a new place each year. Bohru has grown into more wolf than dog, and is his constant companion, even if sometimes as unruly as his feral father surely was. Lately, Herlhest has realized that he hasn't been paying equal attention to all of Verdante's places, namely the cities. Brimming with life new to Herlhest, he has sought them out to learn what he may.

    Public and Private:
    Only these things are Public:

    Colfax's Guides
    Run by Leshreth Colfax (ranger) and his consort, Mirilee (expert/ranger), this service provides guides for hire. All of the guides are guaranteed trained by Leshreth himself, and are screened for good character. Guides can be contacted through most merchant's guilds or less commonly, through inns and taverns that support adventurers. The location of the school is a secret, and finding it is the admission test. Colfax figures that since his first students tracked him down, they can all do it. Because of this, Colfax's guides are notoriously tight-lipped about the school's location. It's a point of pride.

    The Annual Letter - Adventure Seed
    Leshreth Colfax has wanted to marry Mirilee for over twenty years. Being a man of no stable home due to his vocation, her father forbade the marriage. They effectively eloped, but she refused to marry him until her father changed his mind. She bore Leshreth children, and still she refused. Although heirs can be lawfully conceived by consorts, he treats her as his wife and very much wants it so. She will not take his name, nor will she identify herself as anything but his consort, although she has dropped her family name and reciprocates his treatment. Many do not know they aren't married until formally introduced. Eight years ago Leshreth and Mirilee finally left life on the road to found Colfax's Guides (see above), and Leshreth wrote a letter to Mirilee's father, saying that Leshreth had founded a steady home and the vocation to secure it. He asked again for Mirilee's hand in marriage. It went unanswered. Every year since, he has sent some of his guides to deliver a similar letter, always detailing his ability to provide, always asking the same question. It has always gone unanswered. This year, when the time came to deliver the letter, all of Colfax's guides were on paying jobs. Colfax has asked a group of adventurers (through a third party) to deliver the letter and await a response. He offers to pay handsomely and to grant them a seat of honor at the wedding, should the answer finally be yes. The third party tells the adventurers that Colfax is getting on in years, and may not have many letters left. This third party, a longtime associate and friend to Colfax, offers to pay a bonus if the adventurers can at least find out why no answers have been coming back.
    Last edited by threshel; Wednesday, 8th September, 2004 at 05:20 PM. Reason: Added Subject/Title

  8. #8
    Novice (Lvl 1)

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    Mar 2002
    Rovaniemi, Finland
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    Name: Xariom Nordan
    Class: Fighter
    Race: Elf
    Size: Medium
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Grendath
    Str: 15 +2 (8pt.)	Level: 1	XP: 0
    Dex: 16 +3 (6pt.)	BAB: +1		HP: 11 (1d10+1)
    Con: 12 +1 (6pt.)	Grapple: +3	Dmg Red: 0/Nothing
    Int: 14 +2 (6pt.)	Speed: 20'	Spell Res: 0
    Wis: 10 +0 (2pt.)	Init: +3	Spell Save: -
    Cha: 10 +0 (2pt.)	ACP: -4/-6	Spell Fail: 40%
    . . . . . Base . Armor . Shdl . Dex . Size . Nat . Misc . Total
    Armor: . . 10 . . +5 . . (+2) .. +3 . . - . . - . . - . . 18/20
    Touch: 13	Flatfooted: 15/17
    	Base	Mod	Misc	Total
    Fort:	 2	+1	 -	 +3
    Ref:	 0	+3	 -	 +3
    Will:	 0	 -	 -	 +0 (+2 vs. Enchantment spells and effects)
    Weapon . . . . . . . . Attack . . Damage . . Critical
    Glaive . . . . . . . . . +3 . . . 1d10+3 . . .. x3
    Longsword . . . . . . .. +3 . . . 1d8+2 . .. 19-20/x2
    Dagger . . . . . . . . . +3 . . . 1d4+2 . .. 19-20/x2
    Dagger (Thrown) . . . .. +4 . . . 1d4+2 . .. 19-20/x2
    Languages: Common, Elven, Draconic, Orc.
    Abilities: None.
    Feats: Combat Reflexes (1st), Dodge (1st Fighter Bonus).
    Skill Points: 16	Max Ranks: 4/2
    Skills		Ranks	Mod	 Misc	Total
    Balance (cc)	 2	+3	-4/-6	+1/-1
    Climb		 0	+2	-4/-6	-2/-4
    Intimidate	 4	 -	 -	 +4
    Jump		 4	+2	-8/-10	-2/-6
    Listen		 0	 -	 +2	 +2
    Tumble (cc)	 2	+3	-4/-6	+1/-1
    Spot		 0	 -	 +2	 +2
    Swim		 0	+2	-8/-12	-6/-10
    Equipment:		Cost	Weight
    Glaive			8gp	 10lb
    Longsword		15gp	 4lb
    Breastplate		200gp	 30lb
    Heavy Wooden Shield	7gp	 10lb
    Dagger			2gp	 1lb
    Backpack		2gp	 2lb
    - Flask			3cp	1,5lb
    - Flint % Steel		1gp	 -
    - Trail Rations x4	2gp	 4lb
    - Torch x2		2cp	 2lb
    Total Weight: 64,5lb	Money: 2gp 9sp 5cp
    		Lgt	Med	Hvy	Lift	Drag
    Max Weight:	66	133	200	400	1000
    Age: 125
    Height: 5'1''
    Weight: 99lb
    Eyes: Blue
    Hair: Black, Long (in ponytail)
    Skin: Pale
    Appearance: Xariom is clad mostly in black. He has a longsword and a dagger sheathed to his belt, and a wooden shield is strapped on his back. He looks youngish (for an elf) and wears his long (mid-back), black hair in a ponytail. He usually also has a slightly worn, black travel cloak hanging from his shoulders. He almost always carries his glaive with him.

    Background: Not yet...

    Note: Xariom Nordan is retired.
    Last edited by Xael; Friday, 5th August, 2005 at 07:57 AM.

  9. #9
    Acolyte (Lvl 2)

    Patlin's Avatar

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    Colorado Springs
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    Note: This character could only be played if one of my existing characters dies or retires. It is not yet finished and has not yet been submitted for aproval.

    Name: Orion Wildwind
    Class: Conjurer 1/Kineticist 1
    Race: Elan
    Size: Medium
    Gender: Male
    Alignment: NG
    Deity: None
    Str:  8 -1 (0p)     Level: 2        XP: 0
    Dex: 10 +0 (2p)     BAB: +0         HP: 11 (4 Conj; 3 Psion; 4 Con)
    Con: 14 +2 (6p)     Grapple: -1 
    Int: 18 +4 (16p)    Speed: 30' 
    Wis: 14 +2 (6p)     Init: +2 (+2 from Psicrystal)
    Cha:  6 -2 (0p)     ACP: 0
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +0   +0    +0    +0    +0    +0      10
    Touch:             10
    Flatfooted:        10
                             Base   Mod  Misc  Total
    Fort:                      0    +2    +2     +4 (Includes Rat Familliar)
    Ref:                       0    +0    +0     +0
    Will:                      4    +2    +0     +6
    Weapon                 Attack           Damage             Critical
    Quarterstaff            -1                1d6               x2
    Abilities: Racial Abilities (See Below)
    Feats: Arcane Tap (1st), Scribe Scroll (B), Psicrystal Affinity(Nimble) (B)
    Skill Points: 30       Max Ranks: 5/2.5
    Skills              Ranks  Mod  Misc   Total
    Autohypnosis          5   +2   +0       7
    Concentration         4   +2   +0       6
    Knowledge(Arcana)     4   +4   +0       8 [spoiler]6 ranks req.: Cerebremancer[/spoiler]
    Knowledge(Dung.)      2   +4   +0       6 
    Knowledge(Geography)  2   +4   +0       6 [spoiler]1 rank req. for feats[/spoiler]
    Knowledge(Psionics)   4   +4   +0       8 [spoiler]6 ranks req.: Cerebremancer[/spoiler]
    Knowledge(Religion)   2   +4   +0       6
    Knowledge(The Planes) 2   +4   +0       6
    Listen                0   +2   +2       4 (Includes Alertness)
    Psicraft              1   +4   +0       5
    Spellcraft            4   +4   +0       8
    Spot                  0   +2   +2       4 (Includes Alertness)
    (cc)=Cross-Class skill (No skill ranks spent in cross class skills)
    Equipment:                                Cost   Weight
      Quarterstaff                           0 gp     4 lb
      Explorer's outfit                       N/A     N/A
      "Whiskers", Rat Familliar            100 gp
      "Thought", Psicrystal (Nimble)
      Backpack                                   2gp    2lb
        Bedroll                                  1sp    5lb
        Waterskin                                1gp    4lb
        Winter Blanket                           5sp    3lb
        Trail Rations 
    Money:  (Not calculated.  Waiting on determination of starting level.)
    Total Weight: ?? lb (light load)
                               Lgt   Med   Hvy
    Max Weight:      26    53    80
    Caster Level = 2 (1 from Wizard, 1 from Arcane Tap, 0 from Cerebremancer)

    Cantrips: Acid Splash* x3; Prestidigitation
    1st:Grease*, Shield, Color Spray
    Forbidden Schools Enchantment & Necromancy

    All Non-Prohibited Cantrips
    1: Magic Missile, Grease*, Feather Fall, Shield, Identify, Color Spray, Mount*
    PP per Day: 4 (2 class table + 2 from Intelligence)
    Manifester Level = 1 (1 Psion, 0 Power Tap, 0 Cerebremancer)

    1st: Inertial Armor, Vigor, Entangling Ectoplasm
    [spoiler]Next up: Precognition, Defensive; Skate
    Then: Share Pain, Energy Missile[/spoiler]
    Racial Abilities
    Resistance (Su): Elans can use psionic energy to increase their resistance to
    various forms of attack. As an immediate action, an elan can spend 1 power
    point to gain a +4 racial bonus on saving throws until the beginning of her
    next action.

    Resilience (Su): When an elan takes damage, she can spend power points to
    reduce its severity. As an immediate action, she can reduce the damage she
    is about to take by 2 hit points for every 1 power point she spends.

    Repletion (Su): An elan can sustain her body without need of food or water.
    If she spends 1 power point, an elan does not need to eat or drink for 24

    Description: Orion is 5'8, 120 lbs. His skin is unnaturally pale, and his hair is auburn.

    History: Years ago, Orion had another name. He was old, and powerfull in magic. He was also possessed of moderate psionic talent. He was aproached in secret, and offered an opportunity at renewed youth. It would cost him all of his wealth and most of his arcane might, but his new body would be immune to the ravages of time. He investigated the matter thoroughly, using powerfull divinations, and became satidfied that the offer was genuine, and that his new associates could in fact deliver what they promised. He set out on a new adventure... and was reborn. He now seeks to regain his mastery over the arcane, but hopes to greatly expand his mastery of psionics, which had never previously been a major strength of his. He believes that the two studies can be blended together, creating a mix of mental and arcane energies stronger than either alone could be.
    Last edited by Patlin; Saturday, 17th February, 2007 at 10:02 PM.

  10. #10
    Acolyte (Lvl 2)

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    Colorado Springs
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    Banion Lorish, Halfling Soulknife

    Name: Banion Lorish
    Class: Soulknife 
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: CG
    Deity: None
    Str: 12 +1 (6p)  (-2 Race)     Level: 7        XP: 24,154 (level at 28,000)
    Dex: 19 +4 (10p+) (+2 Race)    BAB: +5         HP: 67 (7d10 +14 Con)
    Con: 14 +2 (6p)                Grapple: +2     
    Int: 14 +2 (6p)                Speed: 40'  (With Boots and Feat)
    Wis: 10 +0 (2p)                Init: +4        Craft Points Used:  None
    Cha:  8 -1 (0p)                ACP: 0
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +3   +2    +4    +1    +0    +0      20
    Touch: 15              
    Flatfooted: 16
                             Base   Mod  Race Misc  Total
    Fort:                      2    +2    +1  +0     +5
    Ref:                       5    +4    +1  +0     +10
    Will:                      5    +0    +1  +0     +6
    +2 Additional to fear saves
    Weapon          			Attack	Damage		Critical
    +1 Psychokinetic Mind Blade         	+9	1d6+1d4+2	19-20/x2
    +1 Psychokinetic Mind Blade (thrown)	+13*	1d6+1d4+2	19-20/x2
    Sling              			+11*	1d3+1		20/x2
    * Includes +1 Racial Bonus;     (+1/+1 within 30')
    Stats based on longsword shaped mindblade
    Languages: Common, Halfling, Gnome, Goblin
    Abilities: Throw Mind Blade, Psychic Strike 2d8; +1 Mindblade; Free Draw; 
    Shape Mindblade; Mindblade Enhancement +1
    Feats: Point Blank Shot, Weapon Focus (Mindblade) (B), Wild Talent (B), 
    Precise Shot, Dodge, Speed of Thought (B)
    Skill Points: 60       Max Ranks: 10/5
    Skills                   Ranks  Mod  Race  Misc   Total
    Hide                     10        4    4     0   +18
    Move Silently            10        4    2     0   +16
    Spot                     10        0    0     0    +10
    Listen                   10        0    2     0   +12
    Concentration            0        2    0     0    +2
    Tumble                   10        4    0     2   +16 (Synergy[Jump])
    Climb                    0        1    2     0    +3
    Jump*                    5        1    2     11  +19 (Synergy[Tumble], Competence[Boots], speed)
    Balance (cc)             0        4    0     2    +6 (Synergy from Tumble)
    Perform (Dance) (cc)    2.5      -1    0     0    +1
    (cc)=Cross-Class skill
    *Jump is effected by speed.  If not psionically focussed speed drops to 30 and
    a -4 penalty applies bringing his total jump bonus to +15.  If in addition he's 
    not wearing the boots his speed frops to 20' and a -6 penalty speed penalty 
    appplies and he looses the +5 bonus, bringing his total jump bonus to +4.
    Equipment:                                   Cost   Weight
      MW Studded Leather                       175 gp   10 lbs
      Boots of Striding and Springing         Found   1 lb
      2 Slings                                   N/A     0 lbs
      Explorer's outfit                          N/A    [N/A when worn]
      Darkwood Shield                          257 gp   2.5 lbs
      Heward's Handy Haversack               2,000 gp   5 lbs
        Empty Backpack                           2 gp    .5 lb
        Sling Stones, 20 12 left                 2 sp    5 3 lb
        Bedroll                                  1 sp    1.25 lb
        Waterskin                                1 gp    1 lb
        Winter Blanket                           5 sp    .75 lb
        Flint and Steel                          1 gp
        Trail Rations, 4 days                    2 gp   1 lb
        Sunrod                                   2 gp   1 lb
    Money: 66 pp, 1,322 gp
    Total Weight: 18.5 lb
                        Lgt   Med   Hvy
    Max Weight:         32    65    98
    Notes: Banion is shy and insecure, but longs to prove himself. He doesn't really understand how he came by his peculiar talent, but he's doing his best to hone it into something usefull -- he's not really 100% sure that his goal is possible, but he's going to try.

    About a year before his appearance in ENWorld, he recieved a vision. The source of this vision is unknown to him, and at the time the series of images made no sense. Eventually, he realized that the visions were of his discovering his special talents as a soul knife, and of visiting the Red Dragon Inn. He doesn't know if these visions will recurr.

    When asked about his familly life by a fellow adventurer, Banion responded "We're a large group, and fairly tight. Brothers, sisters, cousins, second cousins, all living close together and growing up together. I'm the only one in the familly with such strange abilities, though."

    Upcoming Abilities
    8:+2 Mindbalde; 9: Mobility, Greater Weapon Focus (Mindblade), Bladewind; 10: Mindblade Enhancement +2; 11: Psychic Strike 3d8; 12: Combat Reflexes, +3 Mind Blade; 13: (Shadowdancer) Hide in Plain Sight; 14: (Shadowdancer) Evasion, Darkvision, Uncanny Dodge; 15: Two Weapon Fighting, Knife to the Soul; 16: Mind Blade Enhancement +3; 17: Psychic Strike 4d8; 18: Improved Two Weapon Fighting, +4 Mindblade; 19: Multiple Throw; 20: Mind Blade Enhancement +4
    xp log
    1371 xp from part one of Dance of Souls
    3,170 xp and 1562.5 gp from conclusion of Dance of Souls.
    300 xp Thirst for Power
    470 xp+450xp=920xpThirst for Power
    1500 xp Thirst for Power
    300 xp Thirst for Power, 'cause I'm completely paranoid.
    200 xp Thirst for Power, Conclusion
    25 xp for telling a joke
    Aif Jenkins Farm Xp Award 2: 1240 xp -- note to self, check if missed #1, or if it was the joke
    25 xp for guessing the Emerald Emperess, and 10 points for Gryffindor!
    4503 xp Aif Jenkins Farm
    250 xp Aif Jenkins Farm
    2,300 xp War in the Vastermarch
    200 xp War In the Vastermarch [Final]
    Scythe of Seto 1 900 xp
    Scythe of Seto 2 1380 xp
    Scythe of Seto 3 1620 xp
    Scythe of Seto, Final 4,300 xp

    Gp Log
    1,351 gp 7 silver 5 copper
    2 potions CLW from advance funds in Thirst for Power, spend 6 gp on ship passage
    988.3 gp, Loot Divvy from Thirst for Power
    Correction to above: should have been 915 after ID costs. Subtracted 73.3 gp
    400 gp from Eusebius
    Gave .45 gp offering
    Last edited by Patlin; Wednesday, 12th November, 2008 at 08:41 PM. Reason: xp from Scythe of Seto

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