(Record) Official Character Thread

wmasters

First Post
Draig Underfell, Dwarf Ranger, Approved for level 2

Code:
[B]Name:[/B] Draig Underfell 
[B]Class:[/B] Ranger
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Gundar

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 2       [B]XP:[/B] 2670/3000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +2        [B][COLOR=Red]HP:[/B] 6/20[/COLOR](2d8+6)
[B]Con:[/B] 16 +3 (6p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +2
[B]Cha:[/B]  6 -2 (0p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +0    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +3          +6
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      0    +0          +0

[B]Weapon                         Attack   Damage     Critical[/B]
Dwarven Urgosh (two handed)      +6     1d8+4      20/x3 
Dwarven Urgosh (TWF, primary)    +4     1d8+3      20/x3
Dwarven Urgosh (TWF, secondary)  +4     1d8+1      20/x3
Sling (50ft range)               +5     1d4+3      20/x2

[B]Languages:[/B] Common, Dwarven

[B]Abilities:[/B] Darkvision 60ft
+2 Racial bonus vs. Fort saves against poison
Stonecunning
Stability
+2 racial bonus on saves vs. spells and spell-like abilities
+1 racial bonus against orcs and goblinoids
+4 racial bonus against giants
+2 racial bonus on Appraise and Craft checks involving stone or metal
Proficient in light armour and all shield (except tower shields)
Proficient in all simple and martial weapons, and Dwarven Waraxe and Dwarven Urgosh
Wild Empathy (1d20)
Favoured enemy: Humanoid (orc)

[B]Feats:[/B] Weapon Focus (Dwarven Urgosh)
[B]Ranger Bonus:[/B] Track, Two-weapon fighting

[B]Skill Points:[/B] 30       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Heal                      4    +0          +4
Knowledge (geography)     2    +0          +2
Knowledge (nature)        5    +0          +5
Listen                    5    +0          +5
Search                    4    +0          +4
Spot                      5    +0          +5
Survival                  5    +0          +5

[B]Equipment:               Cost  Weight[/B]
Chain Shirt             100gp   25lb
Dwarven Urgosh           50gp   12lb
Sling                     0gp    0lb
20 bullets                2sp   10lb
Backpack                  2gp    2lb
2 days trail rations      1gp    2lb
Bedroll                   1sp    5lb
Wand of Cure Light Wounds (36 charges)  750gp 0lb
[B]Total Weight:[/B]56lb      [B]Money:[/B] 90gp 7sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               76   153   230   460   1150

[B]Age:[/B] 56
[B]Height:[/B] 4'3"
[B]Weight:[/B] 184lb
[B]Eyes:[/B] Hazel
[B]Hair:[/B] Brown
[B]Skin:[/B] Slightly Pale
Appearance: A stout dwarf with thick hair and a bushy moustache, Draig looks scruffy at best. He is clearly used to being out and about, his shoes caked with mud and his clothing worn and well-used.

Background: It has always seemed strange to Draig that so many people think of the dwarves in such narrow terms, always mining for gold and singing about it. Of course, if it were true then the race would not last long, while it is valuable both as currency and decoration, gold holds little practical value.

His father was a woodsman, taking the good timber into town to sell to carpenters and using the poorer timber for fires, both in industries in the town and the homes of their neighbours. Draig used to go with him into the woods while his father worked, and used to feed the squirrels and climb the trees looking for birds. His education was largely from his father, taught skills like what you can safely eat in the forest, which herbs you can use as a salve when you get cut. Often this was because Draig had fallen out of a tree he had climbed, and the salve was needed.

His mother always worried when he went out to the woods with his father, but Draig found he felt more himself in the woods than anywhere else.

When the orcs came, it was in the woodland that Draig found refuge. Draig saw the signs of the orcs coming, animals fleeing from their platoon, and the smoke from their fires, about a day before they arrived. Enough time to hide in the forest, and to start to set traps for them. Pit and rope traps of the sort that hunters use to catch animals, and when Draig found a lone orc, an assault from his trusty Urgosh.

It was enough to drive the orcs away in search of easier prey, but not before the village was looted. The village was left bare, and desolate. Draig set out, in part to seek his revenge on the orcs that destroyed his village, but largely in search of his fortune so that he might rebuild his home for his family.
[sblock=XP and Craft Points]XP:Thirst for Power: 650+570=1220xp
Craft Points: 450[/sblock]
 
Last edited:

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Animus

Explorer
Nirrassa of Swiftclaw (Approved)

Code:
[B]Name:[/B] Nirrassa of Swiftclaw
[B]Class:[/B] Sorcerer
[B]Race:[/B] [url=http://www.enworld.org/showthread.php?p=2365095#post2365095]Katara[/url]
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] CG
[B]Deity:[/B] XXXX

[B]Str:[/B] 8  -1 (XXp.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 18 +4 (XXp.)     [B]BAB:[/B] +0         [B]HP:[/B] 4 (1d4)
[B]Con:[/B] 10 +0 (XXp.)     [B]Grapple:[/B] -5     [B]Dmg Red:[/B] -
[B]Int:[/B] 10 +0 (XXp.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (XXp.)     [B]Init:[/B] +4        [B]Spell Save:[/B] +4
[B]Cha:[/B] 18 +4 (XXp.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +o    +4    +1    +0    +0    15
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       0    +4          +4
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Quaterstaff		  +0	 1d4-1      20x2
Dagger                    +0     1d3-1      19-20x2
Dagger (thrown)           +5     1d3-1      19-20x2
Touch                     +0     special    special
Ranged Touch              +5     special    special

[B]Languages:[/B] Common 

[B]Abilities:[/B]
Spells per day: (0)5,(1)4
Spells Known: 
0-[URL=http://www.d20srd.org/srd/spells/rayofFrost.htm]Ray of Frost[/URL], [URL=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect Magic[/URL], [URL=http://www.d20srd.org/srd/spells/flare.htm]Flare[/URL], [URL=http://www.d20srd.org/srd/spells/mageHand.htm]Mage Hand[/URL] 
1-[URL=http://www.d20srd.org/srd/spells/magicMissile.htm]Magic Missile[/URL], [URL=http://www.d20srd.org/srd/spells/grease.htm]Grease[/URL]	
	
[B]Feats:[/B] Point Blank Shot

[B]Skill Points:[/B] 8        [B]Max Ranks:[/B] 4/2.0
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                        2     +4          +6
Tumble                       1.0   +4     +2   +7
Jump                         0     -3     +8   +5
Spellcraft                   4     +0          +4
Move Silent		     0     +4 	  +2   +6
Hide                         0     +4     +4   +8


[B]Equipment:               Cost  Weight[/B]
Small Dagger (4)          4gp    2lb
Spell components          5gp    2lb
backpack                  2gp  1/4lb
4 rations                 2gp    1lb
waterskin		  1gp	 1lb
Quaterstaff		  -gp    2lb	

[B]Total Weight:[/B]8.25lb      [B]Money:[/B] 106gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               19.5  39.75   60    60   300

[B]Age:[/B] 14
[B]Height:[/B] 3'1"
[B]Weight:[/B] 31 lb
[B]Eyes:[/B] green
[B]Hair:[/B] rusty brown fur

Appearance: Nirrassa is typical height and weight for her race, a little over 3 feet tall and 3 stones. She has green catlike eyes, and rusty brown fur. Her legs are fairly cat like, but stable to stand on with more human like feet, and leathery pads on the bottom. Her torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Her arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Her head is a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and her head sits perched on a fairly normal humanoid neck.


[sblock=Background (DMs only)]
Nirrassa grew up a typical katara in clan Swiftclaw, one of the many clans in the Kanatisis region of the world. Her clan was more toward the east, and had a tree village among the pine trees there. She did her normal duties as a first daugther of a clan matriarch would, but when she hit twelve years old something strange happened. She starteed having nightmares, and when she woke up, something would he damaged, covered with grease, or cold! Her mother sent her to the village wisecat, who told her that she was undergoing a transformation, and that the Mother Cat (their main god) had a purpose for her. She gained some mastery over her powers, and took to the road, partly to seek answers in the outside world, and partly because, well, she was curious. One day she plans to return with what she has discovered about herself and the world out there.
[/sblock]
[Sblock=Logs]
XP log:
1375 (200+375+250+550
) from di Senzio's Tournament
Wealth and Craft log:
di Senzio's Tournament
XXX gp, X sp
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from di Senzio's Tournament

[/sblock]

Notes:
XXXX

[sblock=Advancement]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
 
Last edited:

Salix

First Post
Gardner Monroe, Human Rogue 2 approved

Code:
[B]Name:[/B] Gardner Monroe
[B]Class:[/B] Rogue
[B]Race:[/B] Human
[B]Size:[/B] Medium 
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] None

[B]Str:[/B] 10 +0 (2p.)      [B]Level:[/B] 2        [B]XP:[/B] 1575
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +1         [B]HP:[/B] 12
[B]Con:[/B] 12 +1 (4p.)      [B]Grapple:[/B] +1     [B]Dmg Red:[/B] NA
[B]Int:[/B] 14 +2 (6p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] NA
[B]Wis:[/B] 10 +0 (2p.)      [B]Init:[/B] +3        [B]Spell Save:[/B] NA
[B]Cha:[/B] 14 +2 (6p.)      [B]ACP:[/B] 0         [B]Spell Fail:[/B] NA

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +2   0     +3     +0     +0   +0    15
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       +3   +3          +6
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Short sword                  +1       	1d6     19-20x2
Dagger, melee                +1      	1d4     19-20x2
Dagger, thrown*#            +4       	1d4     19-20x2  10ft.
Sap                          +1       	1d6     20x2
Short Bow*#                 +4		1d6	  x3

*+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 
# You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 

[B]Languages:[/B] COMMON,GNOMISH, Elven

[B]Abilities:[/B]
Proficient with all simple weapons Proficient with hand crossbow, rapier, sap, short bow and short sword Proficient with light armor Sneak Attack +1d6 Trapfinding, use Search to find traps Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. 
Evasion


[B]Feats:[/B] 
Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 
Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 



[B]Skill Points:[/B] 55(8+2Int)x4+4Human     [B]Max Ranks:[/B] 5/2


[B]Skills                   	Ranks        Mod  Misc  Total[/B]
Bluff (Cha,14)                       4        +2      0      6
Diplomacy (Cha,14)                   2        +2      0      4
Disguise (Cha,14)                    3        +2      0      5
Gather Information (Cha,14)          5        +2      0      7
Hide (Dex,16)                        5        +3      0      8
Listen (Wis, 10)                     2         0      0      2
Move Silently (Dex,16)               5        +3      0      8
Knowledge (local) (Int,14)           3        +2      0      5
Open Lock (Dex,16)                   5        +3      0      8
Search (Int, 14)                     5        +2      0      7
Sense Motive (Wis,10)                4         0      0      4
Sleight of Hand (Dex,16)             3        +3      0      6
Spot   (Wis, 10)                     2        0       0      2
Tumble (Dex,16)                      2        +3      0      5
Disable Device (Int,14)              5        +2      0      7

The rogue's class skills (and the key ability for each skill) are Appraise (Int), 
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), 
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), 
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 
Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), 
Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). 

[B]Equipment:                       Cost  Weight[/B]


Leather armor.........................10gp   15lb
Explorer's outfit.....................--gp   --lb
Short sword............................10gp   2lb
Dagger(left boot, visible)............ 2gp    1lb
Dagger(behind belt, hidden)........... 2gp    1lb
Sap(left sleeve, hidden).............. 1gp    2lb
Shortbow..............................30gp    2lb
Arrows (20)............................1gp    3lb


Belt pouch............................ 1gp   .5lb
  Chalk (3)........................... 3cp   --lb
  Flint and steel..................... 1gp   --lb
  Signal whistle...................... 8sp   --lb
  Theives tools.......................30gp    1lb
  Loose coin..........................--gp   --lb
  Flint & Steel .......................1gp    0lb

Backpack (contents carried by mule)... 2gp    2lb
  Bedroll............................. 1sp    5lb
  Lantern, Bullseye...................12gp    3lb
    Oil flask (3)..................... 3gp    3lb
  Sack................................ 1sp   .5lb
    Inkpen............................ 1sp   --lb
    Ink............................... 8gp   --lb
    Disguise kit......................50gp    8lb
  Trail Rations (6days)............... 3gp    6lb
  Waterskin........................... 1gp    4lb
  Artisan's outfit.................... 1gp    4lb
  Cleric's vestments.................. 5gp    6lb
  Entertainer's outfit................ 3gp    4lb
  Peasant's outfit.................... 1sp    2lb
Rope, Silk .........................10gp    5lb

Total Weight:.........................89 lb
Gear Weight w/o Pack:.................32lb

MULE- 8gp 
Pack saddle     5 gp	15 lb.
Saddlebags     	4 gp	8 lb.
Arrows (20)     1gp     3lb

Total Weight:95 lb      Money (spent): 199 gp 12 sp 8cp

[B]Total Weight:[/B]95 lb      [B]Money:[/B] 1gp XXsp XXcp

                        [B]Lgt      Med        Hvy         Lift    Push[/B]
[B]Max Weight:[/B]  33 lb. or less 34–66 lb.   67–100 lb.   200    500

[B]Age:[/B] 16
[B]Height:[/B] 6'3"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] black
[B]Hair:[/B] black
[B]Skin:[/B] olive

Appearance: "little too tall, could have used a few pounds" sums up Gardner's overall appearance. Gardner is unremarkable in physical form, but the twinkle in his eye and his enthusiasm make up for this. Gardner wears clothes typical for the city that he is in. He prefers to be clothed in garments that are below the upper crust, but higher than the typical working person. He wears leather armor with a scuffed area in the center where an insignia might have been previously found. He has curly dark hair that he keeps close-cropped,and darker olive toned skin. Gardner has a very boyish face. This feature paired with his easygoing attitude make him very likable and disarming at the same time.

Background: Gardner was sent to Monemvassia to study at the Trinity Academy, a renowned institution for young noblemen who wish to maintain their family fortunes. Gardner was able to get in because his uncle pulled some strings. While Gardner is from a family that owns a mercantile in Three Rings, they are not wealthy. His uncle, Morgan Monroe, was a young Lieutenant in the local guard. He was considered an up and comer (touted as the next captain of the guard). Morgan proved too adept at solving crimes and mysteries and was framed for a murder. Crassus refused to use the sword of truth at Morgan's trial, and he was subsequently hanged. Meanwhile, Gardner was expelled from basic training for the guard after his uncle was executed. He was also encouraged to leave the academy since his uncle's influence no longer counted for much. Gardner has been instructed in detective skills by his uncle who beleived firmly in the idea that if you couldn't catch a thief if you didn't have their skills and attitude. Gardner is mistrustful of animals, and will not ride a horse unless it is unavoidable (although he owns a mule for walking beside). He would prefer to remain in cities where he feels more comfortable. It has been six months since his uncle's hanging, and Gardner is roaming around looking for work after determining that working in his parents mercantile was too boring. Gardner's motto is "problems solved, no job too small". He has just arrived at the Red Dragon Inn, and is quietly networking to find a mystery to solve.

Personality:Gardner is not the most impressive specimen and generally gets by in life by an indomitable positive outlook. In essence, Gardner is the ultimate trooper. The glass is eternally half full. Gardner is still quite young and is looking for a mentor to learn the adventuring trade from now that his uncle is dead. He will be deferential to older adventurers, but willing to take more of a leadership role with a party his own age. He is polite and well mannered, something he picked up from his father being a merchant.Gardner is not given to overindulgence, but will occasionally be attracted by games of chance, believing his natural good fortune will pull through. Gardner enjoys tinkering with mechanical objects and solving puzzles.

XP LOG=The lost manor 996+1575=2571
 
Last edited:

Salix

First Post
Lyle Datura Human Ranger 1 Approved

Code:
[B]Name:[/B] Lyle Datura
[B]Class:[/B] Ranger
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Mongrel

[B]Str:[/B] 14 +2 (6p.)        [B]Level:[/B] 1           [B]XP:[/B] 0
[B]Dex:[/B] 16 +3 (10p.)    [B]BAB:[/B] +1          [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (4p.)      [B]Grapple:[/B] +3     [B]Dmg Red:[/B] NA
[B]Int:[/B] 08 -1 (0p.)         [B]Speed:[/B] 30'        [B]Spell Res:[/B] NA
[B]Wis:[/B] 14 +2 (6p.)      [B]Init:[/B] +3             [B]Spell Save:[/B] NA
[B]Cha:[/B] 08 -1 (0p.)       [B]ACP:[/B] -1           [B]Spell Fail:[/B] NA

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]           10    +2    +1    +3    +0    +0    +0    16
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     +2      +1         +3
[B]Ref:[/B]                      +2     +3          +5
[B]Will:[/B]                      0      +2          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Morning star (M)            +3       	1d8+2     19-20x2
Dagger, melee                 +3      	1d4+2     19-20x2
Dagger, thrown               +4       	1d4+2     19-20x2  10ft.
Short Bow Composite     +4	1d6+0	  x3

[B]Languages:[/B] Common

[B]Abilities:[/B] 

Class Features
All of the following are class features of the ranger. 
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). 

Ranger Favored Enemies: Humanoid (orc)
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. 
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. 
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. 

Track
A ranger gains Track as a bonus feat. 
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. 
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. 
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. 
Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. 
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. 
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. 
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. 
Endurance
A ranger gains Endurance as a bonus feat at 3rd level. 
Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. 
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. 
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). 
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. 
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. 
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. 
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. 
Improved Combat Style (Ex)
At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. 
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. 
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. 
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. 
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. 
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. 
Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. 
Combat Style Mastery (Ex)
At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. 
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. 
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. 
Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. 
Hide in Plain Sight (Ex)
While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed. 
XXXX

[B]Feats:[/B] Track (EX),Favored Enemy (EX,Orc), 
Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 
Precise Shot [General]Prerequisite Point Blank Shot. 
Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 

[B]Skill Points:[/B] 24 (6 + (-1) Int modifier) ×4 +4 (human) [B]Max Ranks:[/B] 4/2
[B]Skills                         Ranks     Mod    Misc  Total[/B]
Survival (Wis)                   4    +2     +0      6
Hide (Dex)                         3    +3     +0      6
Knowledge (nature) (I       2    -1     +0       1
Listen (Wis)                       3    +2     +0      5
Move Silently (Dex)          3    +3     +0      6                           
Spot (Wis)                         3    +2     +0       5
Heal (Wis)                         3    +2     +0       5
Climb (Str, AC PEN )       1    +2     -1        2
Use Rope (Dex)                1    +3     +0       4
Ride (Dex)                        1    +3     +0       4
                       
The ranger's class skills (and the key ability for each skill) are Climb (Str), 
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), 
Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), 
Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), 
Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). 

[B]Equipment:               Cost  Weight[/B]
Leather armor..................10gp   15lb
Buckler........................15gp    5lb
Explorer's outfit..............--gp   --lb
Short bow composite............75gp   2lb
Dagger(belt).................. 2gp    1lb
Dagger(bandolier,4)........... 8gp    4lb
Morningstar................... 8 gp   6lb	
Arrows (20)....................1gp    3lb

Belt pouch.................... 1gp   .5lb
  Chalk (3)................... 3cp   --lb
  Flint and steel............. 1gp   --lb
  Signal whistle.............. 8sp   --lb
  Loose coin..................--gp   --lb
  Flint & Steel................1gp    0lb

Backpack...................... 2gp    2lb
  Bedroll..................... 1sp    5lb
  Lantern, Bullseye...........12gp    3lb
    Oil flask (3)............. 3gp    3lb
  Sack........................ 1sp   .5lb
    Inkpen.................... 1sp   --lb
    Ink....................... 8gp   --lb
    
  Trail Rations (6days)....... 3gp    6lb
  Waterskin................... 1gp    4lb
  Rope, Silk .................10gp    5lb
Total Weight:.........................60lb
Gear Weight w/o Pack:.................34.5lb
Total cost 149gp



[B]Total Weight:[/B]62lb      [B]Money:[/B] 71gp XXsp XXcp

                           [B]Lgt   Med      Hvy            Lift  Push[/B]
[B]Max Weight:[/B]         58 lb.   59-116lb   117-175 lb   350   875

[B]Age:[/B] 16
[B]Height:[/B] 6'2"
[B]Weight:[/B] 185lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Ruddy,tanned

Appearance:
Lyle is a young man who has matured early. He is fairly tall, but still relatively slightly built due to his age. He keeps his hair very close-cropped. His face bears many scars from a brush with the pox when he was a young boy. His appearance is fairly plain with a large nose and deep-set eyes. Lyle has a tattoo of a plant with a large trumpet shaped flower on the inside of his left forearm. He wears leather armor and carries a composite short bow and morning star. He wears a bandoleer of four throwing daggers across his chest. On his belt is a large fighting dagger. He wears a buckler on his left arm.

Background:

Lyle is from a desert tribe from the land of fire in the southwest. He was orphaned early in his childhood and has been raised with the guidance of two men, the tribe's shaman and their best hunter (a ranger).
While completing his vision quest to become an adult of his clan, his tribe was massacred.
He returned days later to find only a few members remaining (mostly women and children who had hidden in nearby caves when they heard the alarm). The marauders had taken a potent talisman worn by the chief of the tribe. The talisman was a silver and turquoise medallion shaped like a thunderbird. It was said to give its owner the ability to bring thunder, lightning, and rain. However, the old chief was unable to make it do anything. With the tribe decimated the remaining members have migrated away and fallen to the mercy of rival groups.

Lyle is seeking revenge on the raiders and the return of the Talisman that he believes is rightfully his. The village site among the smooth red rock is now considered haunted and even the neighboring Orc raiders won't disturb the site. The attack was made to look like an Orc raiding party, but Lyle discovered evidence that suggests otherwise. He followed the tracks of the raiding party to the edge of the desert, but turned back to bury the dead of his clan. He is now searching for the raiders again, and trying to track down the heirloom that he believes belongs to him. Lyle had received training from the shaman of the tribe, and is adept at many of the elements of using sacred plants to gain visions.

Personality:Since Lyle was raised by the entire tribe he is very open to other people. He doesn't care much about their personal beliefs or politics as long as they treat him with respect. Lyle believes in sharing goods, and is the type of person to give you the shirt of his back. However, woe be to those who would make an enemy of him since he is known to hold a mean grudge. He is quick to laugh, and doesn't take well to those who try to impose rigid rules on others. He has never had much wealth as he comes from a poor tribe. His ideas about money generally consist of buying quality equipment and having enough to get by. Lyle can also be a little annoying at times. His share and share alike attitude makes others think he is a mooch. His questioning of others asserting authority can also make him seem like a malcontent. This leads him to not be leadership material. Once a leader has established his respect and trust he is a stalwart companion.
 

Salix

First Post
Ryland, Gnome Sorceror 1 approved

Code:
[B]Name:[/B] Ryland
[B]Class:[/B] Sorcerer
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 10  +0 (4p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (2p.)     [B]BAB:[/B] +1         [B]HP:[/B] 10 (1d4+3+3)
[B]Con:[/B] 16 +3 (6p.)     [B]Grapple:[/B] -4     [B]Dmg Red:[/B] NA
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] NA
[B]Wis:[/B] 12+1 (4p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] NA
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] NA%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +0    11
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +3          +3
[B]Ref:[/B]                       0    +0          +0
[B]Will:[/B]                      2    +1         +3

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                      0       	1d3     19-20x2
Sling                      +0    	 1d3		x2	50 ft.	0 lb.	Bludgeoning
Crossbow (lt)              +0    	 1d6	19-20/x2	80 ft.	4 lb.	Piercing


[B]Languages:[/B] Common,Gnome,Orc,

[B]Abilities:[/B] 
o +2 Constitution, -2 Strength.
o Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
o Gnome base land speed is 20 feet.
o Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
o Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
o +2 racial bonus on saving throws against illusions.
o Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
o +1 racial bonus on attack rolls against kobolds and goblinoids.
o +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
o +2 racial bonus on Listen checks.
o +2 racial bonus on Craft (alchemy) checks.
o Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
o Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.
o Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.


[B]Feats:[/B] 1
TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.



[B]Skill Points:[/B] 2x4=8       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff (Cha)                2    +3          +5
Concentration (Con)        2    +3          +5
Knowledge (arcana) (Int)   2    +0          +2
Spellcraft (Int)           2    +0          +2

The sorcerer's class skills (and the key ability for each skill) are 
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

[B]Equipment:               Cost  Weight[/B]
Dagger                     2gp     .5lb
Sling                       0      0 lb
Bullets, sling (10)	   1 sp	   2.5lb.	
light crossbow             35gp    2 lb
Bolts, crossbow (10)	   1 gp	   .5lb.	-


Belt pouch.................... 1gp   .5lb
  Chalk (3)................... 3cp   --lb
  Flint and steel............. 1gp   --lb
  Signal whistle.............. 8sp   --lb
  Loose coin..................--gp   --lb
  Flint & Steel................1gp    0lb
Spell component pouch (in vest)	5 gp	2 lb.

Backpack...................... 2gp    .5lb
  Bedroll..................... 1sp    1.25lb
  Lantern, Bullseye...........12gp    3lb
    Oil flask (3)............. 3gp    3lb
  Sack........................ 1sp   .125lb
    Inkpen.................... 1sp   --lb
    Ink....................... 8gp   --lb
    
  Trail Rations (6days)....... 3gp    1.5lb
  Waterskin................... 1gp    1lb
  Rope, Silk .................10gp    5lb
Total Weight:.........................21.4lb
Gear Weight w/o Pack:.................6.0lb
Total cost 72 gp 12 Sp 3 Cp
[B]Total Weight:[/B]21.4 lb      [B]Money:[/B] 46gp 7sp 7cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[        24.75 lb. or less	25-49.5 lb.	50-75 lb.   150   375

[B]Age:[/B] 75
[B]Height:[/B] 3'2"
[B]Weight:[/B] 35lb
[B]Eyes:[/B] Pale blue
[B]Hair:[/B] silver, long in back, receding
[B]Skin:[/B] Bark
Appearance: Ryland wears the simple garb of a caravan guard (Leather Breeches, Simple dun colored tunic).
He has a "field vest" with many pockets to hold his magic components.

spells:per day 0 (6), 1 (4)
Known 0 level (4) Detect Magic, Message, Mage hand, light
1 level (2) Hypnotism, Color Spray

Background: Ryland has always worked as a caravan guard. while not as clever as most gnomes he has a
certain steely presence that has enabled him to be successful as a guard. He has always regarded the need to be
"professional" above all else and has few allegiances. This bearing leads others to trust and respect him. He has just
recently gained his sorceror skills, and is looking to try his luck at exploiting them to earn a "real" income.

Experience log Stuff of Dreams
XP Awards

XP was awarded over the course of the adventure for many, many reasons, roleplaying and otherwise, and no single award was large enough for you to gain more than one level, so that rule does not apply here.

Adventure XP:
Ryland: 4466 XP

That puts Ryland at L3 . So real-time XP will be awarded based on those levels:

Real-Time XP (18 months):
Ryland: 2700 XP
For a grand total of...
Ryland: 7166 XP
 
Last edited:

BigB

First Post
Khairi Baheder approved level 2

Code:
[B]Name:[/B] Khairi ai Baheder
[B]Class:[/B] Fighter
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Nuetral
[B]Deity:[/B] ~

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 2        [B]XP:[/B] 7570
[B]Dex:[/B] 15 +2 (8 p.)     [B]BAB:[/B] +2         [B]HP:[/B] 21 (2d10+4)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] 
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A%

              [B]Base  Armor Shld    Dex      Nat  Misc  Total[/B]
[B]Armor:[/B]      10    +3    +1(TWD)	 +2       +0    +0       16     
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2          +5
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      0    +0          +0

[B]Weapon                                   Attack   Damage         Critical[/B]
MWScimitar   (single attack)              +7         1d6+3           18-20/x2
Dagger      (single attack)              +5          1d4+3           19-20/x2
Dagger   x2 (duel wielding)              +3        1d4+3/1d4+1    19-20/x2
MWScimitar&Dagger(duel wielding)      +5/+3      1d6+3/1d4+1    18-20/x2&19-20/x2
MWScimitar&Short Sword(duel wielding)  +5/+3      1d6+3/1d6+1    18-20/x2&19-20/x2
Longbow                                    +4          1d8+0          20/x3


[B]Languages:[/B] Common, Sairundan

[B]Abilities:[/B]  Fighter Bonus Feats    


[B]Feats:[/B] 

   Two Weapon Fighting Proficiency [B FTR 1]
    
    Weapon Focus Scimitar
    
    Dodge [B Human]

   Two Weapon Defense [B FTR 2]


[B]Skill Points:[/B] 15       [B]Max Ranks:[/B] 5/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                   1(2)    +2          +3
Perform Dance             1(2)    +X          +1
Perform Sing              1(2)    +X          +1
Jump                       3      +3          +6
Ride                       1      +2          +3
Handle Animal              1      +X          +1
Speak Language           1(2)     +X          +X
Tumble 		      1(2)	     +2		+3
Climb		       0	     +3		+3
Swim		       0	     +3		+3


[B]Equipment:                    Cost    Weight[/B]
Arrows (quiver of 20) x2      2gp	6lb
Backpack                          2gp	2lb
Bedroll                              1sp	5lb
Blanket, winter                   5sp	3lb
Chalk                                1cp	XXlb
Pouch                               1gp	.5lb
Rations14day                     70sp	14lb
Sacks x2                           2sp	1lb
Soap                                5sp	1lb
Waterskin                         1gp	4lb
Whetstone                        2cp	1lb
MWSt. Leather Armor	175gp	20lb
MWScimitar		315gp	4lb
Daggerx2			4gp	2lb
Short Sword		10gp	2lb
Longbow			75gp	3lb



[B]Total Weight:[/B]66.5lb        [B]Money:[/B] 21gp 6sp 8cp

                           [B]	Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]             76	153	230	460	1150
[B]Age:[/B] 17
[B]Height:[/B] 6'0"
[B]Weight:[/B] 243lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tan
Appearance: Khairi Baheder is average height for a human with broad shoulders and a hardness in his appearance that denotes his profession. Khairi wears worn studded leather armor that has seen many miles of road. Khairi carries a MW scimitar, short sword, 2 daggers, and a longbow. He often makes references to dancing and speaks with a strong Sairundan accent.


Background: Khairi ai Baheder is from a small town Baras and of the Zephyr tribe. Khairi ai Baheder is outgoing and enjoys a good swordfight to test his ability. Khairi seeks adventure that he believes will enrich his knowledge and improve his standing as a swordsman. Khairi wants more than anything to become the ultimate dervish and earn a place of honor back home. Khairi Baheder may want to become the ultimate dervish but has yet to gain enough experience to be accepted as one. Khairi recently came of age and left his homeland to seek adventure, experience and wisdom to earn him a place among the Dervish of Sairundan. Khairi entered DiSenzios Duel Tournament and won the novice category. For 1st place prize he selected a MW scimitar, a Short Sword, and MW Studded Leather Armor. During the tournament he fought and barely defeated a woman, Melinda a noble of Earling. The daugther of a Marquess.

XP Log:
DeSenzio's Tournament: 450(day 2)+300(day3)+600(day5)+800(day6)+1200(day7)
The Blind Watchers of the Sylvan Shard : 400(http://www.enworld.org/showpost.php...://www.enworld.org/forum/4768117-post583.html)
 
Last edited:

Fenris

Adventurer
Ru'shal, Half-Orc Monk Aprroved for Level 1

Code:
[B]Name:[/B] Ru'shal
[B]Class:[/B] Monk
[B]Race:[/B] Half-Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Sela

[B]Str:[/B] 18 +4 (10p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +0         [B]HP:[/B]   9 (1d8+1)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +8     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 10 +0 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (06p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +X
[B]Cha:[/B] 06 -2 (00p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +X    +X    +2    14
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      2    +2          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed Strike            +4     1d6+4           x2
Flurry of Blows           +2/+2  1d6+4           x2


[B]Languages:[/B] Common

[B]Abilities:[/B] Flurry of Blows, Proficeincy with Monk Weapons

[B]Feats:[/B]Improved Unarmed Strike, Improved Grapple, Dodge

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Dilplomacy                   3    -2          +1
Hide                         2    +2          +4
Jump                         2    +4          +6
Move Silently                2    +2          +4                       
Sense Motive                 3    +2          +5
Tumble                       4    +2          +6

[B]Equipment:               Cost  Weight[/B]
Monk's outfit             0cp   XXlb
Backpack                  2gp    2lb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]2lb      [B]Money:[/B] 18gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               100   200   300   300  1500

[B]Age:[/B] 17
[B]Height:[/B] 6'6"
[B]Weight:[/B] 250lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Light Green
Appearance: Ru'shal cannot hide the fact that he is a half-orc
(more than half some would say). The green skin, and protruding canines
are more than adequate identification. He has his course, black hair
shorn very short. He is dressed in simple clothes and carries a small
backpack with his few worldly possessions.

Background: In the great Northern mountains, lies a small valley
nestled into the eastern foothills. Within the valley lies a small
monestary and a village that serves it. The Temple of the Rising Sun
has been in this valley for 400 years and has a long tradition of enlightenment.
So it was that one morning a child was left upon the threshold of the monestary.
More than likely some woman did not want to bring shame upon herself or her family
and left the child with the monks. But it was evident that this child was not the
product of a secret affair. This child was a half-breed, the reason for the womans
shame all the more clear. Master Gu'lain proclaimed that such a child born of violence
was doomed to a life of violence. Yet still, the monks had never turned away a village
child before and this would be no exception. The boy was named Ru'shal, which meant
"Ox-blood" for even from birth the child showed great strength.

So Ru'shal grew up in the monestary, learning the ways of the monks. He excelled in
mastery of physical self, and was an able learner at mastery of spiritual self. By the
time he was 10, Ru'shal was a head taller than the other pupils, and stronger than any
of them. His gruff appearence left no doubt as to his origin, which the other boys,
still not yet fully enlightened, made fun of often. This lead to many fights often
against several boys at once. After one particularly brutal fight, Ru'shal wa so upset
that he decided to flee to the mountains and join an orc tribe there to avoid the treatment.
Ru'shal did indeed find a bad of orcs just two days away. But when he presented himself
he was jeered at as a human-boy and was beaten and brutalised. Fortunately Master Gu'lain
had followed his tracks once he fond Ru'Shal missing. Gu'lain managed to free him from the
orcs and return him to the monestary.

Ru'shal was badly scarred from his ordeal. His jaw had been broken leabing his speech slurred.
His face was a pulp. Ru'shal went into s near seclusion for almost two years. After much
meditation he came to grips with what he had done and of the nature of violence, resolving
never to be the agressor and act like the beasts that he himself was a descendant of. Ru'shal
threw hinself into his training, and he became the best student at combat and wrestling the
temple had ever seen. Master Gu'lain knew that the time was near that Ru'shal would need
greater challenges than could be provided at the temple. For though most take the path of
spirituality towards emlightenment, there are those souls that tread the path of physicality.
Ru'shal was one of those, and the temple could not provide enough challenges for him to perfect
himself. It came to be that Ru'shal was summoned to the Master and told that he would need to
continue his journey outside the temple.

So it was that Ru'shal left the Temple of the Rising Sun and made his way down to Orussus, to
seek those challenges that will propel him toward physical and spiritual harmony.
 

InVinoVeritas

Adventurer
Quozen Ilphukiir, Approved for Level 3

Code:
[B]Name:[/B] Quozen Ilphukiir
[B]Class:[/B] Monk
[B]Race:[/B] Elf
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] LG
[B]Deity:[/B] Ayratha
 
[B]Str:[/B] 12 +1 (4 p.)     [B]Level:[/B] 3        [B]XP:[/B] 4206
[B]Dex:[/B] 18 +4 (10p.)     [B]BAB:[/B] +2         [B]HP:[/B] 20 (3d8)
[B]Con:[/B] 10 +0 (4 p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2 (6 p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2 (6 p.)     [B]Init:[/B] +4        [B]Spell Save:[/B] -
[B]Cha:[/B] 8  -1 (0 p.)     [B]ACP:[/B] 0          [B]Spell Fail:[/B] -
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +4    +0    +0    +2    16
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 12
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       3    +4          +7
[B]Will:[/B]                      3    +2          +5
 
[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed Strike            +6     1d6+1       x2
MW Rapier                 +7     1d6+1    18-20/x2
Siangham                  +6     1d6+1       x2
Shuriken(20)              +6     1d2+1       x2
 
[B]Languages:[/B] Common, Elf, Gnoll, Draconic
 
[B]Abilities:[/B] 
Low-Light Vision
Weapon Proficiency: Longsword, Rapier, Longbow, Shortbow
+4 Save vs. Enchantment
Immunity to Sleep
Flurry of Blows
Wisdom AC Bonus
Unarmed Strike 1d6
Evasion
 
[B]Feats:[/B] Improved Unarmed Strike, Stunning Fist, Dodge, Deflect Arrows, Weapon Finesse
 
[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   0    +2          +2
Balance                    5    +4    +2    +11   (+2 synergy)
Bluff                      0    -1          -1
Climb                      0    +1          +1
Concentration              0    +0          +0
Craft                      0    +2          +2
Diplomacy                  0    -1          -1
Disguise                   0    -1          -1
Escape Artist              0    +4          +4
Forgery                    0    +2          +2
Gather Information         0    -1          -1
Heal                       0    +2          +2      
Hide                       6    +4          +10
Intimidate                 0    -1          -1
Jump                       0    +1    +6    +7    (+2 synergy, +4 speed)
Listen                     6    +2    +2    +10   (+2 racial)
Move Silently              6    +4          +10
Perform (dance)            1    -1          0
Ride                       0    +4          +4
Search                     0    +2    +2    +4    (+2 racial)
Sense Motive               0    +2          +2
Survival                   0    +2          +2
Spot                       6    +2    +2    +10   (+2 racial)
Swim                       0    +1          +1
Tumble                     6    +4          +10
Use Rope                   0    +4          +4
 
[B]Equipment:                     Cost  Weight[/B]
Siangham                        3gp    1lb
Shuriken(20)                    4gp    2lb
MW Rapier                     320gp    2lb
Sack                            1sp  0.5lb
Silk Rope, 50’                 10gp    5lb
Bedroll                         1sp    5lb 
Waterskin                       1gp    4lb 
Rations(4)                     2gp     4lb 
Monk’s Outfit                   0gp    0lb 
 [B]Total Weight:[/B]23.5 lb     [B]Money:[/B] 41gp  3sp  0cp
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43   86   130   260   650
 
[B]Age:[/B] 146
[B]Height:[/B] 4'9"
[B]Weight:[/B] 93 lb
[B]Eyes:[/B] Gray-green
[B]Hair:[/B] Black, long, and straight
[B]Skin:[/B] Deep Tan
Appearance: Quozen has darker skin, a testament to the time spent under a pounding sun. Returning from the Nocturne Monastery, he has changed his white linens for a black silk tunic and breeches, and a black leather belt. He keeps his waist-length hair severely tied back with a silk sash dyed a dark yellow, the sash woven into his hair along its entire length, ending in a bone tip.

Background: Quozen hails from the lands of fire. Life there is different than in most places for elves; the desert sun has a way of hardening its people, as it does the land. Life requires pragmatism, discipline, and careful study.

Such is the way of the Monastic Order of the Nightingale. Study your world around you, master the forces of the world as they act on you, maintain the understanding of oneself, and nothing shall touch you. The Monastic Order of the Nightingale holds itself high on rocky outcropping, impossibly shaped basalt columns rising to the heavens.

Yet even in desolate places like this, the elves are still elves; they take to study, enjoy beauty when they find it, and are prone to wanderlust. This need to study is what convinced Quozen to leave his homelands and travel. First, he wanted to see grass. Then, he wanted to see trees. Then, he wanted to feel the rain. Now, he hears that the ocean is a wonder to behold. He will continue his travels, and see where his studies lead him.

Note: The Basalt Citadel and the Order of the Nightingale are PUBLIC.

[sblock=History]
[sblock=GP]
Starting from (post-di Senizo's Tournament)
Equipment: Cost Weight
Siangham 3gp 1lb
Shuriken(20) 4gp 2lb
MW Rapier 320gp 3lb
Sack 1sp 0.5lb
Silk Rope, 50’ 10gp 5lb
Bedroll 1sp 5lb
Waterskin 1gp 4lb
Rations(3) 15sp 3lb
Monk’s Outfit 0gp 0lb
Total Weight:23.5 lb Money: 19gp 3sp 0cp

Earned MW Rapier in di Senzio's Tournament.

Earned 26gp, 14sp Helping Out.

Mega-Adventure:
Spent 4gp, 15sp on 11 Rations.
[/sblock]

[sblock=XP]
Total of 1700 experience from di Senzio's Tournament

Earned 250 XP Helping Out.

Earned 2256 XP in Nocturne of Sorrow.
[/sblock]
[/sblock]
 
Last edited:

Corwyn

First Post
Aiken, approved for level 4

Code:
[B]Name:[/B] Aiken
[B]Class:[/B] Rogue
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Grendath

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 4	[B]XP:[/B] 8455   [b]xp for next lvl:[/b] 10000
[B]Dex:[/B] 15 +2 (06p.) (+1lvl4)    [B]BAB:[/B] +3	[B]HP:[/B] 19 (4d6+0)
[B]Con:[/B] 10 +0 (02p.)     [B]Grapple:[/B] +4	[B]Dmg Red:[/B] 0/0
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'	[B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +2	[B]Spell Save:[/B] +0
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -1 	[B]Spell Fail:[/B] 0%

               [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +3    +0    +2    +0    +0    +0    15
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  1    +0    +0	1
[B]Ref:[/B]                   4    +2    +0	6
[B]Will:[/B]                  1    +0    +0	1

[B]Weapon		Attack	Damage		Critical[/B]    Attack
Rapier	MW            +5	1d6+1		18-20/x2         (bab+3 str+1 MW+1)
Dagger(mele)		+4	1d4+1		19-20/x2
Dagger(thrown)		+5	1d4+1		19-20/x2    (bab+3 dex+2)
XXXX			+X	XdXX+X		XX-XXxX

[B]Languages:[/B] 
Common
Elven
Dwarven
Goblinoid

[B]Abilities:[/B] 
Sneak Attack: +2d6   
Trapfinding
Evasion
trap sense +1   
Uncanny Dodge (lvl4)

[B]Feats:[/B] 
Combat Expertise
Improved Trip
Imploved Feint 

[B]Skill Points:[/B] 84 (8+3)x7+7(human)  [B]Max Ranks:[/B] 7/3.5 (+12 lvl4)
[B]Skills                Ranks  Mod	Misc	Total[/B]
Hide                       7    +2	-1	+8              (+1lvl 4)
Move Silently              7    +2	-1	+8           (+1lvl 4)
Listen                     7    +0	+	+7              (+1lvl 4)
Spot			   7	+0	+	+7              (+1lvl 4)
-------------------------------------------------------
Search			   6	+3	+	+9            (+1lvl 4)
Tumble			   7	+2	-1	+8           (+1lvl 4)
Climb			   6	+1	-1	+6            (+1lvl 4)
Bluff			   7	+2	+	+9              (+2lvl4)
-------------------------------------------------------
Open Lock		   5	+2	+	+7            (+2lvl4)
Escape Artist		   2	+2	-1	+3
Balance			   1	+2	-1+2	+4
Appraise 		   1	+3	+	+4
-------------------------------------------------------
Profession(architect)	   2	+0	+	+2
Use Rope		   1	+2	+	+3
Slight of Hand		   1	+2	-1+2	+4
Gather Information	   4	+2	+2	+8
-------------------------------------------------------
Swim			   2	+1	+	+3
Ride	crossclass       2.0 	+2	+	+4
Craft(drawing)	     1	    +3	     +	    +4
Knowlegde local           6     +3       +      +9           (+1lvl 4)
Diplomacy                  0     +2      +2     +4

[B]Equipment:			Cost	Weight[/B]
On Me:
Rapier MW			320gp	02lb
Studded Leather Armour		25gp	20lb
Explorer's outfit		00gp	00lb
Pouch, belt            		01gp	.5lb
Flint and Steel          	01gp	00lb

Thieves’ tools 			30gp 	01lb 
Chalk (3)			03cp	-
Signal whistle			08sp	— 
Whetstone 			02cp 	01lb
Backpack (empty) 		02gp	02lb 

Dagger (3x)			06gp	03lb
Potion - cure light             --       --

On Horse:
Horse, light (Ruffels)		75gp	— 
Saddle Riding 			10gp	25lb
Saddlebags 			04gp	08lb
Bit and bridle 			02gp	01lb
Waterskin 			01gp 	04lb
Bedroll 			01sp 	05lb
Torch 2                 	--	02lb

Trail Rations (16x)                           08gp      16lb

When not near horse these go with me: 
Rope, silk (50 ft.)		10gp	05lb 
Grappling Hook           	01gp	04lb
2 Flasks of Oil        		02sp	02lb
Torch 1                 	--	01lb
Parchment (sheet)(5)		01gp	— 

Sunrod 				02gp	01lb 


[B]Total Weight:[/B] 	without extra pack:	29.5lb      
			With extra pack:	42.5lb

[B]Money:[/B] 72gp 17sp 5cp

          [B]Lgt   Med      Hvy    Lift      Push[/B]
[B]Max Weight:[/B]  43   44-86   87-130  174-260   435-650

[B]Age:[/B] 17
[B]Height:[/B] 6'00"
[B]Weight:[/B] 154lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Dark Brown
[B]Skin:[/B] whithe

Appearance: There stands a youth of average height with a deep tan,
rakish grin, brown hair and a mischievous glint in his eye's.
Wearing dark brown leather pants, gray shirt and a dark green cloak.
Hanging from his side is a plain looking rapier that he seems confident about using.

Background: Aiken is the fourth son of a minor noble out of Ravendale.
As such he has enjoyed learning how to ride and some swordplay,
although he was never very enthusiastic about both.
Being the fourth son and as such not likely to inherit and neither very
proficient at arms, so the army was out or very pious, no clergy material
his father set him up to be a scholar. There he picked up some skill in
architecture. Unfortunately the scholar's life wasn’t al that lively and
definitely not what Aiken wanted for him. So in search for more
excitement he ended up mixing with a rougher crowd. And although some slight
crime here and there was exiting it wasn’t really up his ally. A life of
crime just wasn’t in his nature. So one day he packed his meagre belongings
and set out to see more of the world.
Treasure:
W2 the search for Tomas Quinn
-MW Rapier
-Potion of cure light
-469.25gp


XP:
Once Upon a Rheim : 320xp
Once Upon a Rheim : 1100xp
Once Upon a Rheim : 1300xp
W2: The Search For Tomas Quinn : 2160xp
W2: The Search For Tomas Quinn : 1175 XP
W2: The Search For Tomas Quinn : 2400 XP
 
Last edited:

Animus

Explorer
Bran Olvant, approved for level 1

Code:
Bran Olvant
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: -

Str: 14 +2 (6p.)  Lvl:	1  	XP: 0
Dex: 15 +2 (8p.)  BAB: 	+0     	HP: 7 (1d6)
Con: 12 +1 (4p.)  Grap:	+3  	Dmg Red: -
Int: 14 +2 (6p.)  Spd:	30'  	Spell Res: -
Wis:  8 -1 (0p.)  Init: +2    	Spell Save: -
Cha: 14 +2 (6p.)  ACP: 	-0     	Spell Fail: -

       Base Armor Shld Dex Size Nat Misc Total
Armor: 10   +2    +0   +2  +0   +0  +0   14
Touch: 12 Flatfooted: 12

       Base Mod Misc Total
Fort:  0    +1       +3
Ref:   2    +2       +4
Will:  0    -1       -1

[u]Weapon      		Attack	Damage 	Crit.	Range[/u]
Rapier          	+2     	1d6+2  	18-20x2
Punching Dagger 	+2     	1d4+2  	x3
Dagger      		+2     	1d4+2  	19-20x2	10 ft.
Longbow			+2 	1d8	x3	110 ft.

[u][i]Two Weapon Fighting:[/i][/u]
Rapier          	+0    	1d6+2  	18-20x2
Punching Dagger 	+0     	1d4+1  	x3

Languages: Common, Elven, Dwarven

Abilities: Sneak Attack +1d6, trapfinding
Feats: Two Weapon Fighting, Combat Expertise 

Skill Points: 44 Max Ranks: 4/2
Skills        	Ranks Mod Misc Total
Bluff		4     +2  +0   +6
Disable Device	4     +2  +0   +6		
Search		4     +2  +0   +6
Tumble		4     +2  +0   +6
Perform (lute)	4     +2  +0   +6
Use Magic Dev.	4     +2  +0   +6		
Balance		4     +2  +0   +6
Open Lock	4     +2  +0   +6
Hide		4     +2  +0   +6
Move Silently	4     +2  +0   +6
Spot		2.0   -1  +0   +1

Equipment:           	Cost    Weight
3 Daggers		6gp	3lb
Punching Dagger		2gp	1lb
Rapier			20gp	2lb
Longbow			75gp	3lb
20 Arrows		1gp	6lb
Backpack		2gp	2lb				
3 Sunrods		6gp	6lb
Thieves's Tools		30gp	1lb
Leather 	        10gp	15lb
Lute 	                5gp	3lb

Total Weight: 42lb Money: 40gp 10sp 0cp

            Lgt Med Hvy Lift Push
Max Weight: 58 116 175  -     -

Age: 18
Height: 6'0"
Weight: 180lb
Eyes: blue
Hair: blonde
Skin: tan
Background
Bran Olvant is the son of a the well-off jeweler Jason Olvant who is based in Orussus. You can say he was born with a silver spoon in his mouth. He has never worked a day in his life (up until his first stint as an adventurer) and spent his youth sword fighting, fishing and chasing girls. Well, the fishing went away, and he's making an attempt to be a one-woman man, but the dueling he still has a passion for.

Kaelin, a blonde haired, green eyed firecracker of a barmaid, is the woman of his dreams. This is odd considering Bran spent his time going after the more well off girls. His relationship with Kaelin does not please his father, and his occasional philandering does not please Kaelin, but they have remained together for a year. He's contemplating getting more serious with her. Contemplating.

[Sblock=Logs]
XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from
[/sblock]

Notes:
XXXX

[sblock=Advancement]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
 
Last edited:

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