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Tuesday, 25th May, 2004, 09:31 AM #101
Cutpurse (Lvl 5)
Friar Kroth, dwarven clericCode:
Name: Thovaas Kroth ("Friar" Kroth) Class: Cleric Race: Dwarf Size: Medium Gender: Male Alignment: Chaotic Good Deity: Grendath (trickery, war) Str: 14 +2 (6p.) Level: 1 XP: 0 Dex: 8 -1 (0p.) BAB: +0 HP: 10 (1d8+2) Con: 14 +2 (4p.) Grapple: +2 Dmg Red: - Int: 12 +1 (4p.) Speed: 20' Spell Res: - Wis: 16 +3 (10p.) Init: -1 Spell Save: - Cha: 12 +1 (6p.) ACP: -6 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +2 -1 15 Touch: 9 Flatfooted: 15 (+4 AC vs. Giants) Base Mod Misc Total Fort: 2 +2 +4 Ref: 0 -1 -1 Will: 2 +3 +5 (+2 vs. poison, spells, spell-like effects) Weapon Attack Damage Critical longsword +3 1d8+2 19-20/x2 sling -1 1d4+2 20/x2 (+1 vs. orcs and goblinoids) Languages: common, dwarven, goblin Abilities: darkvision, stonecunning, stability, turn undead Feats: Negotiator (+2 to Diplomacy & Sense Motive) Weapon Focus (longsword) (War domain granted power) Skill Points: 12 Max Ranks: 4/2 Skills Ranks Mod Misc Total appraise 0 +1 +2 +3 bluff 2 +1 +3 craft (brewing) 4 +1 +5 concentration 4 +2 +6 diplomacy 2 +1 +2 +5 sense motive 0 +3 +2 +5 Equipment: Cost Weight longsword 15gp 4lb sling and bolts 0gp 5lb scale mail 50gp 30lb hvy. wood shield 7gp 10lb keg of ale 4sp 16lb tin cup 4cp 1lb bedroll 1sp 5lb Total Weight:71lb Money: 127gp 5sp 6cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Age: 63 Height: 4'5" Weight: 255lb Eyes: black Hair: brownish-gray (cropped in a friar's circle) Skin: deep tan
Appearance Though a bit on the fat and clumsy side, Kroth more than makes up for it with his apple-red cheeks, well-tended beard and ear-to-ear grin. His dusty scale-mail is well-wrapped in simple robes of burlap, and his shaven head is topped off with a small steed-studded skullcap. In lieu of a backpack, Kroth hefts a large wooden keg of ale on his back that he brews himself, offering it to roadside travelers for a small donation - and wanders where he will, as any chaotic good priest is apt to do.
Background Kroth is that rare abberation of a dwarf - one who grew up afraid of the dark and of enclosed spaces. Not knowing what to do with the child, Kroth was relinquished to a small abbey by his clan and left to find what comfort he could under the great outdoors. Raised by the good monks to respect the open air and the taste for adventure, Kroth found that he still retained the dwarven talent for brewing a hearty ale and being able to hold it. Now he wanders the road, and curiosity has brought him to Orussus.
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Thursday, 27th May, 2004, 04:50 AM #102
Scout (Lvl 6)
Appearance: Working on itCode:Name: Shadowlyn Darkfoot Class: Rogue Race: Halfling Size: Small Gender: Female Alignment: True Neutral Deity: None Str: 12 +1 (-2 Racial, 6p.) Level: 1 XP: 0 Dex: 16 +3 (+2 Racial, 6p.) BAB: +0 HP: 7 (1d6+1) Con: 12 +1 (4p.) Grapple: -3 Dmg Red: 0/0 Int: 14 +2 (6p.) Speed: 20' Spell Res: 0 Wis: 12 +1 (4p.) Init: +7 Spell Save: +2 Cha: 12 +1 (4p.) ACP: -1 Spell Fail: 15% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +3 +1 +0 +0 17 Touch: 14 Flatfooted: 14 Base Mod Misc Total Fort: 0 +1 +1 +2 Ref: 2 +3 +1 +6 Will: 0 +1 +1 +2 Weapon Attack Damage Critical Morningstar +2 1d6+1 x2 Shortbow +4 1d4 x3 Sling +5 1d3+1 x2 Languages: Common, Halfling, Elven, Dwarven Abilities: Sneak attack +1d6, Trapfinding, As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Rogues are proficient with light armor, but not with shields,+2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general,+1 racial bonus on attack rolls with thrown weapons and slings. Feats: Improved Initiative (+4) Skill Points: 40((8+2)*4) Max Ranks: 4/2 Skills Ranks Mod Misc Total Climb 2 +1 +2 +5 Decipher Script 1 +2 +3 Disable Device 4 +2 +6 Escape Artist 4 +3 +7 Gather Info 1 +1 +2 *Handle Animal 1 +1 +2 Hide 4 +3 +4 +11 Jump 2 +1 +2 +5 Knowledge Local 2 +2 +4 Listen 2 +1 +2 +5 Move Silently 4 +3 +2 +9 open Lock 4 +3 +7 *Ride 1 +3 +4 Search 4 +2 +6 Spot 2 +1 +1 *denotes Cross Class Skill Equipment: Cost Weight Morningstar 8gp 3lb Shortbow 30gp 1lb Arrows (20) 1gp 1.5lb Sling 0gp 0lb Bullets 1sp 2.5lb Backpack 2gp 0.5lb Bedroll 1sp 1.25lb Silk Rope 10gp 5lb Thieve's Tools 30gp 1lb Studded Leather 25gp 10lb Guard Dog 25gp 45lb Saddlebags 4gp 8lb Total Weight:25.75lb Money: 64gp 8sp 0cp Lgt Med Hvy Lift Push Max Weight: 32.25 64.5 97.5 195 487.5 Age: 24 Height: 3'3" Weight: 33lb Eyes: Green Hair: Dark Brown Skin: Slightly Tanned
Background: Working on it
Last edited by Fangor the Fierce; Tuesday, 15th June, 2004 at 01:11 AM.
Friday, 28th May, 2004, 09:39 PM #103
Minor Trickster (Lvl 4)
Appeareance : Standing 4'1, Garret looks more like a small elf than a big halfling, especially due to his lithe build. Black, brown and green are his usual colors. He is self centered and doesn't like to speak that much. In battle most of the time you'll find him offering support for fighter and barbarians with his trusty glaive or attacking from a range with his sling or bow. Garret excels as a scout/guide and usually works on his maps as he adventures.Code:Name: Garret Tealeaf Class: Ranger Race: Tallfellow Halfling Size: Small Gender: Male Alignment: Neutral Good Deity: Str: 12 +1 ( 6p.) Level: 1 XP: 0 Dex: 18 +4 (10p.) BAB: +1 HP: 10 (1d8+2) Con: 14 +2 ( 6p.) Grapple: -3 Dmg Red: - Int: 10 ( 2p.) Speed: 20' Spell Res: - Wis: 14 +2 ( 6p.) Init: +4 Spell Save: - Cha: 08 -1 ( 0p.) ACP: -1 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +4 +1 18 Touch: 15 Flatfooted: 14 Base Mod Misc Total Fort: 2 +2 +1 +5 Ref: 2 +4 +1 +7 Will: 0 +2 +1 +3 Weapons: Attack Damage Critical Range Glaive (reach weapon) +3 1d8+1 20x3 10' Longsword +3 1d6+1` 19-20x2 Spiked Gauntlet +3 1d3+1 20x2 Shortbow (within 30ft) +7 1d4+1 20x3 60' Axe, throwing +8 1d4+2 20x2 10' Sling (within 30ft) +8 1d3+2 20x2 50' Languages: Common, Halfling. Abilities: Ranger Traits Track, Favored Enemy [Humans], Wild Empathy. Tallfellow Halfling Traits -Small Size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, ?4 penalty on bullrush, grapple, overrun and trip rolls, lifting and carrying limits 3/4 those of Medium characters. -Base Speed: 20 feet. -Favored Class: Rogue. -Halfling Weapon Skills. +1 to hit with Slings or Thrown Weapons -+2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. -Halfling Luck. +1 racial bonus on all saving throws. -Halfling Courage. +2 morale bonus on saving throws against fear. Feats: Point Blank Shot. Skill Points: 24 Max Ranks: 4/2 Skills: Ranks Mod Misc Total Handle Animal 3 -1 +2 Hide 3 +4 +4 +11 Knowledge (Geography) 1 +0 +1 Knowledge (Nature) 1 +0 +1 Listen 3 +2 +2 +7 Move Silently 3 +4 +7 Profession (Mapmaking) 1 +2 +3 Search 1 +1 +2 +4 Spot 3 +2 +2 +7 Survival 4 +2 +6 Use Rope 1 +4 +5 Equipment: Cost Weight Longsword(S) 15gp 2lb Glaive (S) 8gp 5lb 3 Handaxe (S) 18gp 4.5lb Shortbow (S) 30gp 1lb Studded Leather (S) 25gp 10lb Spiked Gauntlet (S) 5gp 1lb Backpack 2gp .5lb Flint and steel 1gp Ink vial 8gp Inkpen 1sp 4 parchments (sheet) 8sp 4 trail rations 2gp 1lb Waterskin (full) 1gp 1lb Map case 1gp .5lb 4 sunrods 8gp 4lb Total Weight: 30.5lb Money: 24gp 1sp (150) Lgt Med Hvy Lift Push Max Weight: 32 64 97 194 485 Age: 25 Height: 4'01" Weight: 32lb Eyes: Small Green Hair: Short Light Brown Skin: Tanned White
Background: To be written.
Tuesday, 1st June, 2004, 12:02 AM #104
Appearance: Reilin is tall and thin, with generally attractive features. He moves with a confident ease. People tend to like his calm, soft-spoken demeanor. Large crowds tend to make him nervous, and so do a lot of other things.Code:Name: Reilin Maseth Class: Cleric Race: Human Size: Medium Gender: Male Alignment: Neutral Good Deity: Hyrag (Good and Sun) Str: 8 -1 ( 0 p.) Level: 1 XP: 0 Dex: 10 +0 ( 2 p.) BAB: +0 HP: 9 (1d8+1) Con: 12 +1 ( 4 p.) Grapple: -1 Dmg Red: none Int: 12 +1 ( 4 p.) Speed: 20' Spell Res: none Wis: 16 +3 (10 p.) Init: +0 Spell Save: none Cha: 16 +3 (10 p.) ACP: -3 Spell Fail: 10% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +0 +0 +0 +0 12 Touch: 10 Flatfooted: 12 Base Mod Misc Total Fort: 2 +1 +3 Ref: 0 +0 +0 Will: 2 +3 +5 Weapon Attack Damage Critical Light Crossbow +0 1d8 19-20x2 Quarterstaff -1 1d6-1 x2 Dagger -1 1d4-1 19-20/x2 Languages: Common, Celestial Abilities: Turn Undead (6x/day) Feats: Rapid Reload (light crossbow), Scribe Scroll Skill Points: 16 Max Ranks: 4/2 Skills Ranks Mod Misc Total Concentration 4 +1 +5 Knowledge (arcana) 4 +1 +5 Knowledge (religion) 4 +1 +5 Spellcraft 4 +1 +5 Equipment: Cost Weight Quarterstaff - gp 4 lb Dagger 2 gp 1 lb Light Crossbow 35 gp 4 lb Bolts (50) 5 gp 5 lb Leather 10 gp 15 lb Backpack 2 gp 2 lb Bedroll 1 sp 5 lb Explorer's outfit - gp - lb Flint and steel 1 gp - lb Paper (10 sheets) 4 gp - lb Scroll case 1 gp .5 lb Signet ring 5 gp - lb Silk rope, 50 ft. 10 gp 5 lb Silver holy symbol 25 gp - lb Spell component pouch 5 gp 2 lb Torch (5) 5 cp 5 lb Waterskin 1 gp 4 lb Total Weight:52.5 lb Money: 93 gp 8 sp 5 cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 160 400 Age: 22 Height: 6'0" Weight: 148 lbs. Eyes: Blue Hair: Dark Skin: Fair
Spells: The typically memorized spells for Reilin:
Lvl 0: Detect Magic, Detect Magic, Read Magic
Lvl 1: Bless, Summon Monster I, (Protection from Evil)
Last edited by Torlax; Wednesday, 2nd June, 2004 at 02:58 PM. Reason: minor corrections, adding spells
Tuesday, 1st June, 2004, 09:58 PM #105
Cain Richter - halfling rogue
Appearance: A young halfling with long brown hair held in a ponytail and a goatee. He wears green leather travelling clothes with a stiff leather breastplate, and a shortsword at his waist. He maintains a neat and clean appearance. He is friendly to strangers and is eager to give a smile and shake hands. He is somewhat indimidated as a small traveller among much larger strangers, so he tends to avoid attention. At the same time, He does not want to appear "an easy mark" so he keeps his head erect and his bearing relaxed. He is eager for news from home. If he meets any wizards, he will watch them closely in the hopes of advancing his own study of magic.Code:Name: CAIN RICHTER Class: Rogue Race: deep halfling Size: small Gender: male Alignment: neutral Deity: honors all gods, but doesn't favor any single god. Str: 10 +0 (04p.) Level: 1 XP: zero Dex: 18 +4 (10p.) BAB: +0 HP: 008 (1d6+02) Con: 14 +2 (06p.) Grapple: -4 Dmg Red: -/- Int: 14 +2 (06p.) Speed: 20' Spell Res: - Wis: 08 -1 (00p.) Init: +4 Spell Save: - Cha: 12 +1 (04p.) ACP: -0 Spell Fail: 10% Base Armor Shld Dex Size Nat Misc =Total Armor: 10 +2 +X +4 +1 +X +X =17 Touch: 15 Flatfooted: 13 Base Mod Misc Total Fort: 0 +2 con +1 race = +3 Ref: 2 +4 dex +1 race = +7 Will: 0 -1 wis +1 race = +0 (+2 vs fear) Weapon Attack Damage Critical shortsword +1 size= +1 1d4 19-20x2 dagger +1 size= +1 1d3 19-20x2 sling +0 BAB, +4 dex +1 size +1 race =+6 1d3 20x2 Languages: common, halfling, dwarf, goblin Abilities: • +2 Dexterity, –2 Strength. • Small: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, uses smaller weapons than humans use, lifting and carrying limits are 3/4s of those of a Medium character. • Halfling base land speed is 20 feet. • +1 racial bonus on all saving throws. • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. • +1 racial bonus on attack rolls with thrown weapons and slings. • +2 racial bonus on Listen checks. • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing. • Darkvision out to 60 feet. • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. • +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal. • Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his 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. He 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 his party) without disarming it. Feats: combat expertise (useless now, but an investment for the future) Skill Points: 40 Max Ranks: 4/2 Skills Ranks Mod Misc Total appraise 1 +2 +3 bluff 4 +1 +5 craft (weaponsmith) 1 +2 +3 decipher script 4 +2 +6 disable device 4 +2 +6 escape artist 4 +4 +8 hide 1 +4 +4 size +9 listen 3 -1 +2 race +4 move silently 2 +4 +6 open lock 4 +4 +8 search 4 +2 +6 sense motive 2 -1 +1 sleight of hand 2 +4 +6 tumble 4 +4 +8 Equipment: Cost(gp) Weight leather armor (+2 AC) 10.00 07.50 lb shortsword w/lanyard 10.00 01.00 lb dagger (concealed) 02.00 00.50 lb sling 00.00 00.00 lbs explorer outfit 00.00 00.00 lbs (free at level 1) signal whistle necklace 00.80 00.00 lbs signet ring 05.00 00.00 lbs backpack containing 02.00 00.50 lbs waterskin 01.00 01.00 lbs rations x2 days 01.00 00.50 lbs candle 00.01 00.00 lbs sewing needle 00.50 00.00 lbs small steel mirror 10.00 00.50 lbs spellbook (blank) 15.00 03.00 lbs ink vial 08.00 00.00 lbs inkpen x2 00.20 00.00 lbs pencil 01.00 00.00 lbs artisan's outfit 01.00 01.00 lbs traveler's outfit 01.00 01.25 lbs toiletries 01.00 00.50 lbs *TOWEL!* 01.00 01.00 lbs spell component pouch 05.00 02.00 lbs belt pouch containing 01.00 00.13 lbs thieves' tools 30.00 01.00 lbs sling bullet x10 00.10 02.50 lbs pipe and tobacco 02.00 00.75 lbs chalk 00.01 00.00 lbs flint and steel 01.00 00.00 lbs tindertwig x5 05.00 00.00 lbs potion of CLW x2 50.00 00.20 lbs TOTAL 162.62 23.83 lbs Total Weight: 57.58 lbs inc person, clothes and gear Money: 05pp 09gp 01sp 4cp Lgt Med Hvy Lift Push Max Weight: 24.75 49.5 75 150 375 Age: 24 Height: 2'08" Weight: 032lb Eyes: green Hair: brown Skin: pale
Background: Cain's underground clan of halflings regularly trades with the 5 points caravan. After finishing his apprenticeship as a weaponsmith, he wanted to see the world. He chose to follow the caravan along its route until it brought him home again. He has always been interested in magic, and he has been studying books of magic and learning from those spell-users that he has met along the way. As he saw more of the surface world, he felt the need to extend his travels. He left the caravan and set out on his own.
Personality: Cain has always been a quick study, and he knows that he is smart. Unfortunately, he is not as smart as he thinks he is. He lacks common sense and is absent-minded. He has big ideas but often forgets critical details.
Alignment: Cain is neutral in alignment. This does not mean that he is undecided. Rather it reflects that his code of behavior includes elements of both law and chaos, right and wrong. He has a conscience and sense of honor, but they are tempered by self interest.
He likes to repay any favors that he receives. He is sure to avenge with cruelty any insult. He will always fulfill contracts and keep his word (as long as he believes the other party is keeping theirs), but does not feel bound by promises made under duress.
He is practical regarding the rules of war. He does not believe in fighting fair. He prefers to attack by surprise without warning, and will not hesitate to kill enemies in their sleep. He will not kill a prisoner who has surrendered, though in cases of revenge he may refuse to accept a surrender. He will not feign surrender himself. He will not violate a parley or white flag (unless he knows the enemy is already planning the same thing). He will torture prisoners for information but not for pleasure.
He will steal from the wealthy without hesitation when he can get away with it but he is generous to those in need. He will murder when it is necessary to accomplish his purposes, but he is strongly opposed to unnecessary killing. He lies as easily as telling the truth.
When in a position of leadership, he is very loyal to his subordinates: employees, followers, or subjects. He will not betray a friend. Otherwise, he will not hesitate to doublecross temporary allies or associates.
Code:Log: Entry Debit Credit XP Description 10001 25.00 Hired to participate on "Crocodile Hunt" adventure. 10002 Fought Calamar the wizard to avenge insult. Spent evening in jail. 10003 3.08 Spent on food and lodging at Red Dragon. 10004 Set off on Crocodile Hunt next morning
Last edited by crueldespot; Wednesday, 16th June, 2004 at 10:11 PM. Reason: log entries
Wednesday, 2nd June, 2004, 12:40 PM #106
Lama (Lvl 13)
- Join Date
- Sep 2002
- The Suburban Frontier of Chicago
- Read 0 Reviews
ø Ignore Pbartender
Appearance: Jack is perhaps the most inconspicuous halfling you've ever seen... Entirely average and entirely forgettable, as the race goes.Code:Name: Jack "Blackjack" Haggerty Class: Rogue/Fighter Race: Halfling Size: Small Gender: Male Alignment: Neutral Deity: Mongrel Str: 10 +0 (4) Level: 2nd/2nd XP: 7,224 / 10,000 Dex: 19 +4 (10) BAB: +3 HP: 25 (2d6+2d10+0) Con: 10 +0 (2) Grapple: -2 Dmg Red: 0/0 Int: 14 +2 (6) Speed: 20' Spell Res: 0 Wis: 14 +2 (6) Init: +4 Spell Save: - Cha: 10 +0 (2) ACP: 0 Spell Fail: 10% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +4 +1 19 Touch: 15 Flatfooted: 15 Base Mod Misc Total Fort: 3 +0 +1 +4 Ref: 3 +4 +1 +8 Will: 0 +1 +1 +2/+4 vs. Fear Weapon Attack Damage Critical +1 Dagger +9 1d3+1 19-20/x2 +1 Shortsword, Human Bane +9 1d4+1 19-20/x2 Longbow +8 1d6 20/x3 Languages: Common, dwarf, halfling, goblin Abilities: +1 size bonus to Attack and Armor Class +4 size bonus to Hide +2 racial bonus to Climb, Jump, Move Silently and Listen +1 racial bonus on attacks with slings and thrown weapons +2 morale bonus on Saves vs. Fear effects Sneak Attack +1D6 Trapfinding Evasion Feats: Alertness, Stealthy, Two-Weapon Fighting, Weapon Finesse Skill Points: 50 Rogue, 8 Fighter Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Climb 4 +0 +2 +6 Disable Device 4 +2 +6 Hide 7 +4 +6 +17 Jump 0 +0 -4 -4 Listen 6 +2 +4 +12 Move Silently 7 +4 +4 +15 Open Lock 2 +4 +6 Profession (gambler) 4 +2 +6 Search 6 +2 +8 Sleight of Hand 2 +4 +6 Spot 6 +2 +2 +10 Tumble 6 +4 +10 Equipment: Cost Weight +1 Dagger 2302gp 0.5 +1 Shortsword, Human Bane 8310gp 1 Longbow 75gp 1 Arrows (18) 1gp 1.5 Mithril Chain Shirt 1100gp 5 Backpack 2gp 0.5 Beltpouch 1gp - Bedroll 1sp 1.25 Flint & steel 1gp - Waterskin 1gp 1 Rations (8 days) 4gp 2 Everburning lantern 117gp 2 Thieves' Tools, Masterwork 100gp 2 Climber's Kit 80gp 1.25 Explorer's outfit 0gp - Wardog, riding, "Rover" 300gp - Saddle 30gp - Bit & Bridle 2gp - Total Weight: 20.25 lb. Money: 264 gp, 3 sp Lgt Med Hvy Lift Push Max Weight: 24.75 49.5 75 150 375 Age: 30 Height: 3'0" Weight: 36 lb. Eyes: Brown Hair: Brown, curly Skin: Lightly tanned
Background: He'd grown up amongst a troupe of traveling halfling gypsies, until he became lost while 'foraging'. Only recently has he wandered his way into the Red Dragon Inn.
- Jack was involved with a tragic misadventure involving a pair of quarreling wizards. 1300 XP
- He returned from clearing out vermin from beneath the construction site for the new Temple of Hyrag in Orussus. 1220 XP
- Jack helped clobber a tribe of uppity kobolds led by a sorcerous were-lizard. 1034 XP, 2870 XP
- Jack slays a pack of aquatic ogres lead by evil wizards. 800 XP
Last edited by Pbartender; Thursday, 9th November, 2006 at 08:36 PM.
Thursday, 3rd June, 2004, 07:47 AM #107
Yarrog - Kobold Cleric
Darkvision (Ex): Kobolds can see in the dark up to 60 feet.Code:Name: Yarrog Class: Cleric Race: Kobold Size: small Gender: male Alignment: CG Deity: Mongrel (travel, trickery) Str: 8 -1 (04p.) Level: 1 XP: 0 Dex: 12 +1 (02p.) BAB: +0 HP: 9 (1d8+1) Con: 12 +1 (06p.) Grapple: -5 Dmg Red: - Int: 14 +2 (06p.) Speed: 30' Spell Res: - Wis: 15 +2 (08p.) Init: +1 Spell Save: - Cha: 12 +1 (04p.) ACP: - Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +1 +1 +1 15 Touch: 12 Flatfooted: 14 Base Mod Misc Total Fort: 2 +1 +3 Ref: 0 +1 +1 Will: 2 +2 +4 Weapon Attack Damage Critical Range unarmed -1 1d2-1 20/x2 light crossbow (bolt) +1 1d6 19-20/x2 80' club -1 1d4-1 20/x2 10' dagger -1 1d3-1 19-20/x2 10' Languages: Draconic, Common, Undercommon Abilities: Turn undead, Darkvision 60', Freedom of movement Divine spellcasting, Spontaneous casting Feats: Self-Sufficient (+2 Heal/Survival) Skill Points: 16 Max Ranks: 4/2 Skills Ranks Mod Misc Total *Appraise - +2 +2 *Balance - +1 +1 Bluff 1 +1 +2 *Climb - -1 -1 Concentration 2 +1 +3 Craft (trapmaking) - +2 2 +4 Craft () - +2 +2 Diplomacy - +1 +1 Disguise - +1 +1 *Escape artist - +1 +1 *Forgery - +2 +2 *Gather information - +1 +1 Heal 3 +2 2 +7 Hide 4 +1 4 +9 *Intimidate - +1 +1 *Jump - -1 -1 Knowledge (religion) 1 +2 +3 *Listen - +2 +2 *Move silently - +1 +1 *Perform () - +1 +1 Profession (miner) - +2 2 +4 *Ride - +1 +1 *Search - +2 2 +4 *Sense motive - +2 +2 Spellcraft 1 +2 +3 *Spot - +2 +2 Survival 4 +2 2 +8 *Swim - -1 -1 *Use rope - +1 +1 * cross class skill Equipment: Cost Weight Traveller's Outfit 0gp 0lb Leather Armor 10gp 7.5lb Light crossbow 35gp 2lb Bolts (20) 2gp 1lb Bolts, cold iron (10) 2gp 0.5lb Club 0gp 1.5lb Dagger (2) 4gp 1lb Belt pouch (4) 4gp 0.5lb Holy symbol, silver 25gp 1lb Healer's kit 50gp 1lb Total Weight:18lb Money: 66gp 19sp 10cp Lgt Med Hvy Lift Push Max Weight: 20 40 60 120 300 Age: ?? (young) Height: 2'4" Weight: 38lb Eyes: glowing yellow Hair: - Skin: scaly skin - dark rusty brown
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the
radius of a daylight spell.
Cleric Ability Descriptions
*Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), *Disguise
(Cha), Heal (Wis), *Hide (Dex), Knowledge (arcana) (Int), Knowledge (history)
(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Spellcraft (Int), and **Survival (Wis).
* Trickery domain granted power
** Travel domain granted power
Simple Weapon Proficiency ; Light/Medium/Heavy Armor/Shield Proficiency
Aura (Ex): A cleric of Mongrel has a particularly powerful chaotic aura (see
the detect evil spell for details).
Freedom of Movement (Su): For a total time per day of 1 round per cleric
level you possess, you can act normally regardless of magical effects that
impede movement as if you were affected by the spell freedom of movement.
This effect occurs automatically as soon as it applies, lasts until it runs
out or is no longer needed, and can operate multiple times per day (up to
the total daily limit of rounds). (Travel domain granted power)
Turn Undead (Su): Good clerics can turn or destroy undead creatures a number
of times per day equal to 3 + Charisma modifier.
Cleric Spells Prepared: (3/2+1) DC 12 + spell level
0th create water, purify food and drink, read magic
1st *longstrider, detect evil, protection from evil;
* Domain slot
Appearance: Yarrog is a short, reptilian humanoid with scaly, rusty
brown skin. He has glowing yellow eyes and a short tail. He wears slightly
dirty clothing and leather armor, covering himself with a dark green hooded
cloak while travelling. Yarrog is 2'4" tall and weighs 38 pounds.
Background: Working on this atm
Thursday, 3rd June, 2004, 08:24 AM #108
Novice (Lvl 1)
Bard Spells Known:Code:Name: Oirhandir Class: Bard Race: High Elf Size: Medium Gender: Male Alignment: Neutral Good Deity: Phyrah Str: 12 +1 (1st lvl) Level: 4 XP: 8955 Dex: 15 +2 (4th lvl) BAB: +3 HP: 19 (4d6+0) Con: 10 +0 (1st lvl) Grapple: +4 Dmg Red: 0/- Int: 14 +2 (1st lvl) Speed: 30' Spell Res: 0 Wis: 14 +2 (1st lvl) Init: +2 Spell Save: +0 Cha: 14 +2 (1st lvl) ACP: -3 Spell Fail: 15% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +2 +2 +0 +0 +0 18 Touch: 12 Flatfooted: 16 Base Mod Misc Total Fort: 1 +0 +1 Ref: 4 +2 +6 Will: 4 +2 +6 Weapon Attack Damage Critical Longsword +4 1d8+1 19-20x2 Longbow, composite, darkwood, masterwork, +1 strength bonus Arrow +6 1d8+1 20x3 Whip +4 1d3+1 20x2 Quarterstaff +4 1d6+1 20x2 Languages: Common, Elven, Draconic, Sylvan (Aquan, Dwarven, Gnoll, Gnome, Goblin, Orc, Hafling) Abilities: Immune to Sleep, +2 vs. Enchantment, Low-Light Vision, +2 to Listen, Search, Spot (Detect Secret Doors), Bardic Knowledge +6, Bardic Music (Countersong, Fascinate, Inspire Courage +1, Inspire Competance) 4x/Day Feats: Endurance, Point Blank Shot Skill Points: 56 Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Climb 7 +1 (-3) +8(+5) Diplomacy 7 +2 +9 Kn (Arcana) 7 +2 +9 Kn (Geography) 7 +2 +9 Listen 7 +2 +2 +11 Perform (Percussion) 7 +2 +9 Profession (Sailor) 7 +2 +9 Spk Lan (Aquan) - Spk Lan (Dwarven) - Spk Lan (Gnoll) - Spk Lan (Gnome) - Spk Lan (Goblin) - Spk Lan (Orc) - Spk Lan (Halfling) - Search 0 +2 +2 +4 Spot 0 +2 +2 +4 Equipment: Cost Weight Longsword 0gp 4lb Longbow, composite, 530gp 1.5lb darkwood, masterwork, +1 strength bonus Arrows (18) 0gp 3lb Whip 0gp 2lb Quarterstaff 0gp 4lb Masterwork Chain Shirt 0gp 25lb Shield, heavy wooden 0gp 10lb Handy Haversack 2000gp 5lb Left Pocket Pot, Iron 0gp 10lb (Money) - 1.5lb Center Pocket Waterskin 0gp 4lb Bedroll 0sp 5lb Sack 0sp .5lb Trail Rations, 11 d 0gp 11lb Flint and Steel 0gp 0lb 3 torches 0cp 3lb Lantern, Bullseye 0gp 3lb 5 Pints Oil 0gp 5lb 5 Sunrods 0gp 5lb Map Case 0gp .5lb 5 Pages of Parch. 0gp - Ink 0gp - Inkpen 0gp - 50 Feet of Silk Rope 0gp 5lb Crowbar 0gp 5lb Grappling Hook 0gp 4lb Hammer 0gp 2lb 4 Pitons 0gp 2lb One lb Soap 0gp 1lb Shovel 0gp 8lb Mirror, small steel 0gp .5lb Signal Whistle 0gp - Chimes (common) 0gp 3lb Right Pocket Tent 0gp 20lb Spell Component Pouch 0gp 2lb Belt Pouch 0gp .5lb Explorer's Outfit 0gp 0lb Total Weight:57.0lb Money: 64gp 4sp 6cp Lgt Med Hvy Lift Push Max Weight: 43 86 130 260 650 Hiriloce, light horse 0gp - Bit and Bridle 0gp 2lb Saddle, Riding 0gp 25lb Saddlebags 0gp 8lb On Hiriloce: Total Weight, Hiriloce:205.0lb Lgt Med Hvy Drag Max Weight, Hiriloce: 150 300 450 2250 Age: 118 Height: 5'0" Weight: 113lb Eyes: Green, but see below. Hair: Dark blond, practically brown. Skin: Pale Appearance: Oirhandir appears physically young for an elf, but his mannerisms speak of much travel. His most prominent feature is his eyes, which have dark green irises, but a distinct golden metallic tinge to the conjunctiva (whites). This does not seem to be caused by disease, as his health and vision are fine, but it is an unusual and unsettling feature, even for an elf. He is of average height for his race, if a little less willowy than his brethern. Oirhandir wears a pale blue cloak over a fine chainmail shirt, with light grey trousers below. A backpack nestles between the shield slung over one shoulder and the bow slung over the other. He is rarely without a staff in hand when traveling or just strolling about town. Quiet and easygoing, posessing a keen yet gentle wit, several have remarked that he seemed like an old friend just minutes after they met him for the first time. Background: The world is a bigger place than anyone could possibly imagine, and Oirhandir just has to see it all! Sired by an enigmatic (and often absent) father who hinted at a distant draconic ancestor as the reason for Oirhandir's strange eyes and arcane talent (all of his magic is self-taught), the young elf came to love his kin and his homeland, but came to love the lure of the open road even more. He is fascinated by humans and their ever-changing ways, and travels from place to place to soak up the sights in exchange for a story and a song or two. Oirhandir sees the sea as the road that leads to many places at once, and has worked his way across more than one passage despite his tender years. His most recent voyage has taken him to a new port, and he has signed off of his ship in order to explore the lands around the city of Orussus. Once in Orussus, he met with a wealthy townsman, one Rupert Vaneelkelen, who financed an expedition to investigate a long-abandoned dragon's lair. Oirhandir's companions were Rogier, Katherine DeSylvia, Eruin, and Calamar. They hadn't gotten far when they were attacked by a hord of vipers and had to return to Orussus, as Calamar had been badly poisoned. Katherine and Eruin stayed behind to nurse Calamar back to health, while Oirhandir and Rogier recruited Ignatious O'Reilly, Almayce, Gath, and Razir to finish the expedition. This time, they were met with nothing more formidible than a large crocodile, which Rogier and Gath quickly dispatched. Once at the site, Oirhandir, Rogier, Iggy and Almayce ventured inside, only to find...a very live wyrmling dragon, who had been planting "treasure maps" in Orussus to lure unsuspecting treasure hunters to their doom! With it's spells, the dragon soon had the party in dire straights, magically putting Rogier and Iggy to sleep. Fortunately, Oirhandir sank a very distracting arrow into the beast, and Almayce was able to wake Rogier just in time for him to deliver the killing stroke, nearly severing the creature's head. Oirhandir returned with his comrades to Orussus to claim a rich reward from the wealthy and appreciative Rupert.
(6) 0th Detect Magic, Mending, Message, Prestidigitation, Read Magic, Resistance
(3) 1st Cure Light Wounds, Feather Fall, Identify
(2) 2nd Cure Moderate Wounds, Delay Poison
Spells per day: (3/3/1); DC 12 + spell level.
Last edited by El Jefe; Tuesday, 29th May, 2007 at 02:05 AM.
Friday, 4th June, 2004, 05:33 AM #109
Minor Trickster (Lvl 4)
A bit of experiece in the incomplete Crocodile RockCode:Name: Eberk Torunn Class: Cleric [Grendath] Race: Dwarf Size: Medium Gender: Male Alignment: Chaotic Good Deity: Str: 15 +2 ( 8p.) Level: 1 XP: 238 Dex: 10 +0 ( 2p.) BAB: +0 HP: 11 (1d8+3) Con: 16 +3 ( 6p.) Grapple: +2 Dmg Red: - Int: 14 +2 ( 6p.) Speed: 20' Spell Res: - Wis: 14 +2 ( 6p.) Init: +0 Spell Save: Cha: 08 -1 ( 2p.) ACP: -6 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +2 16 Touch: 10 Flatfooted: 16 Base Mod Misc Total Fort: 2 +3 +5 Ref: 0 +0 +0 Will: 2 +2 +4 +2 saves vs poison/spells/spell-like effects Weapons: Attack Damage Critical Longsword +3 1d8+2 19-20x2 Dart +0 1d4+2 20x2 Languages: Common, Dwarven. Abilities: Darkvision 60 ft, stonecunning, stability, +2 saves vs poison/spells/ spell-like effects, +1 attack vs orcs/goblins, +4 dodge AC vs giants. Domains: Trickery, War [Longsword]. Feats: Scribe Scroll, [Weapon Proficience (Longsword)], [Weapon Focus (Longsword)] Skill Points: 16 Max Ranks: 4/2 Skills: Ranks Mod Misc Total Bluff 4 -1 +3 Concentration 3 +3 +6 Craft Armorsmith 2 +2 +4 (+2 for stone or metal items) Weaponsmith 2 +2 +4 (+2 for stone or metal items) Knowledge (Religion) 2 +2 +4 Spellcraft 3 +2 +5 Spells DC: 12 + Level Lvl 0:  Detect Magic (x2), Light. Lvl 1: [2+1] Bless, Sanctuary, [d]Disguise Self. Equipment: Cost Weight Longsword 15gp 4lb 6 Darts 3gp 3lb Scale Mail 50gp 40lb Shield, heavy steel 20gp 15lb Wooden holy symbol 1gp 0lb Spell component pouch 5gp 2lb Backpack 2gp 2lb Pouch, belt 1gp .5lb Bedroll 1sp 5lb Explorer's outfit (worn) 0gp 0lb Cleric's vestments 5gp 6lb Sack 1sp .5lb Rations, trail (2 days) 1gp 2lb Waterskin 1gp 4lb Flint and steel 1gp 0lb Total Weight: 88lb Money: 4gp 8sp 0cp Total Weight: 26.5lb Money: 39gp 1sp (150) Lgt Med Hvy Max Weight: 66 133 200 Age: 44 Height: 4'01" Weight: 140lb Eyes: Brown Hair: Long Black Skin: Dark Tanned
Last edited by Otakkun; Wednesday, 22nd September, 2004 at 01:45 PM.
L4W: Shrakk| L4W: Ianward Milner| LEB: Garrick d'Orien| LEB: Kaelan| LFP: Xan Millstone
Monday, 7th June, 2004, 05:03 PM #110
Code:Name: SIR BARTHOLEMEW Class: Bard Race: human Size: medium Gender: male Alignment: neutral Deity: Grendath Str: 12 +1 (04p.) Level: 1 XP: zero Dex: 16 +3 (10p.) BAB: +0 HP: 007 (1d6+01) Con: 12 +1 (04p.) Grapple: +1 Dmg Red: --/---- Int: 14 +2 (06p.) Speed: 30' Spell Res: -- Wis: 08 -1 (00p.) Init: +3 Spell Save: +0 Cha: 14 +2 (06p.) ACP: -1 Spell Fail: 5%(buckler) Base Armor Shld Dex Size Nat Misc =Total Armor: 10 +2 +1 +3 +0 +0 +0 =16 Touch: 13 Flatfooted: 13 Base Mod Misc Total Fort: 0 +1 con = +1 Ref: 2 +3 dex = +5 Will: 2 -1 wis = +1 Weapon Attack Damage Critical longsword w/lanyard +1 str =+1 1d8+1 19-20x2 dagger +1 str =+1 1d4+1 19-20x2 shortbow +0 BAB, +3 dex =+3 1d6 20x2 Languages: common, elf, goblin Abilities: Bardic Knowledge: DC10 Common, known by at least a substantial minority drinking; common legends of the local population. DC20 Uncommon but available, known by only a few people legends. DC25 Obscure, known by few, hard to come by. DC30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. Bardic Music: Countersong, Fascinate, Inspire Courage, Inspire Competence Feats: ENDURANCE +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, avoid nonlethal damage from a forced march, hold breath, or vs starvation or thirst, Fortitude saves made vs hot or cold environments and suffocation. Also, may sleep in light or medium armor without becoming fatigued. DIEHARD automatically become stable When reduced to between –1 and –9 hit points. Can take either a single move or standard action each turn, but not both, and cannot take a full round action. any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) causes 1 point of damage after completing the act. If Bart reaches –10 hit points, he immediately dies. Skill Points: 36 Max Ranks: 4/2 Skills Ranks Mod Misc Total appraise 1 +2 +3 bluff* 4 +2 +6 diplomacy* 3 +2 +5 concentration* 4 +1 +5 hide 2 +3 -1 armor +4 knowledge arcana 1 +2 +3 knowledge nobility 2 +2 +4 move silently 2 +3 -1 armor +4 perform (oratory) 3 +2 +5 riding (xclass) 1 +3 -1 armor +3 sense motive* 4 -1 +3 sleight of hand 3 +3 -1 armor +5 spellcraft 1 +2 +3 tumble* 4 +3 -1 armor +6 (*high priority skill) Equipment: Cost(gp) Weight leather armor (+2 AC) 10.00 15.00 lbs buckler (+1 AC, -1 ACP) 15.00 05.00 lbs longword w/lanyard 15.00 03.00 lbs dagger (concealed) 02.00 01.00 lbs shortbow w/lanyard 30.00 02.00 lbs quiver on haversack with 20 arrows 01.00 03.00 lbs explorer outfit 00.00 00.00 lbs (free at level 1) signal whistle necklace 00.80 00.00 lbs signet ring 05.00 00.00 lbs haversack containing 02.00 02.00 lbs waterskin 01.00 04.00 lbs rations x2 days 01.00 01.00 lbs candle 00.01 00.00 lbs sewing needle 00.50 00.00 lbs small steel mirror 10.00 00.50 lbs ink vial 08.00 00.00 lbs inkpen x2 00.20 00.00 lbs stylus 01.00 00.00 lbs toiletries 01.00 01.00 lbs *TOWEL!* 01.00 01.00 lbs spell component pouch 05.00 02.00 lbs belt pouch containing 01.00 00.50 lbs pipe and tobacco 02.00 01.00 lbs chalk 00.01 00.00 lbs flint and steel 01.00 00.00 lbs tindertwig x5 05.00 00.00 lbs potion of CLW 25.00 00.10 lbs TOTAL 142.52 42.10 lbs Total Weight: 240.52 lbs inc person, clothes and gear Money: 01pp 07gp 04sp 08cp Lgt Med Hvy Lift Push Max Weight: 44 45-86 87-130 260 650 [Spells] Level zero (DC12): Detect Magic, Prestidigitation Age: 26 Height: 5'11" Weight: 190lb Eyes: brown Hair: brown Skin: light Appearance: A human nobleman, wearing leather armor and a buckler. He carries a longsword and shortbow, both tied to his belt by a lanyard. He is fit-looking but not musclebound. He keeps his hair and beard trimmed short and has a martial bearing. His leather breastplate and buckler show traces of a blazon that was once painted on them, but has now been scraped off. Background: Bartholemew was a knight of Onnavia until that kingdom was conquered by an evil wizard. He fled rather than submit to the new ruler. He seeks to earn title to a fief of land, so that his family can maintain its noble rank. Some day, he dreams of liberating his homeland, but is discouraged by it's recent conquest and realizes that there is little hope. If someone else were to propose an expedition, it would rekindle his patriotic fervor and he would join instantly, without evaluating the likelihood of success. Class: Bartholemew is classified as a bard as a reflection of his personality and abilities. He is not a bard in the traditional sense. He is not a member of any organization of musicians or sages, and in fact he doesn't even know how to play an instrument. As a noble knight, it would be beneath his dignity to perform for money. Personality: Bartholemew is quick-tempered and impulsive ("audacious" by his own description). He holds his honor in higher regard than his survival. Bartholemew is confident and thick-skinned. He responds to insults with humorous barbs. He doesn't like to make treats. He prefers to ask politely and then strike without warning. He is a romantic, and is persuaded by dramatic appeals rather than realistic calculations. He loves to trick and outsmart his enemies. He gleefully cries out "Ruse De Guerre!" (like a warcry) as he springs his traps. Alignment: Bartholemew is neutral. He tries to keep his word and behave honorably, but is not overly concerned about the letter of the law. He enjoys his own freedom but understands the value of cooperation and is not hostile to authority. He will steal from those who are wealthy or evil, or if it is necessary to the mission. If the item belonged to someone who was poor or virtuous, he will leave behind payment or make ammends later. He will kill foes in their sleep, but not harm prisoners who have surrendered. He will lie for a good cause, but will never break his word of honor. He fights dirty and prefers to ambush, but will not break the "laws of war" (fake surrender, violate truce, etc). He will always do favors for those in need, particularly those of humble station. He will eagerly volunteer to fight injustice without requiring compensation. He holds grudges dearly, and is merciless in revenge. He has a dark and morbid sense of humor and can sometimes be cruel if it strikes him as funny. Bartholemew holds sacred the idea of true love. Until finding that fated sweetheart, he is a complete scoundrel with women. He feels no guilt (and is in fact quite proud) about deceiving, betraying, or abandoning those who fall victim to his charms.
Last edited by crueldespot; Monday, 14th June, 2004 at 02:30 AM. Reason: changed "pencil" to "stylus", fixed prices and money. Now approved.