(Record) Official Character Thread - Page 13




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  1. #121
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    Brain's Avatar

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    My communities:

    Scun

    Code:
    Name: Scun
    Class: Cleric 4 / Barbarian 1
    Race: Half-Orc
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Mongrel
    
    Str: 18 +4 (10p) Level: 5 XP: 11561
    Dex: 14 +2 (6p) BAB: +4 HP: 40 ([8+1]+[9+1]+[6+1]+[6+1]+[6+1])
    Con: 12 +1 (4p) Grapple: +8 Dmg Red: -/-
    Int: 10 +0 (4p) Speed: 30' or 40' without coin weight Spell Res: --
    Wis: 15 +2 (6p) Init: +2 Spell Save: +2
    Cha: 6 -2 (0p) ACP: -6 (heavy load) or -2 without coin weight
    
    4th level stat increase: Wisdom
    
     Base Armor Shld Dex Size Nat Misc Total
    Armor:mithral chain shirt +1 10 +5 +2 +2 +0 +0 +0 19 (or 17 without shield)
    Touch: 12
    Flatfooted: 17
    
     Base Mod Misc Total
    Fort: 6 +1 +7
    Ref: 1 +2 +3
    Will: 4 +2 +6
    
    Weapon Attack Damage Critical
    MW Greatsword +9 2d6+6 19-20x2
    Shortspear +8 1d6+4 x2
    Thrown Shortspear +6 1d6+4 x2 range 20
    Sickle +8 1d6+4 x2
    
    Languages: Common, Orc
    
    Abilities:
    
    Half-Orc: Darkvision 60'
    
    Cleric: Turn Undead 1/day -2 to turn, 2d6+2 damage
    
    Travel Domain: 
    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). This granted power is a 
    supernatural ability.
    Add Survival to your list of cleric class skills.
    
    Luck Domain: 
    You gain the power of good fortune, which is usable once per day. This 
    extraordinary
    ability allows you to reroll one roll that you have just made before the 
    DM declares
    whether the roll results in success or failure. You must take the result 
    of the reroll,
    even if it’s worse than the original roll.
    
    Spells per day:
    Level 0: 5
    Level 1: 3 + 1 bonus + 1 domain
    Level 2: 2 + 1 bonus + 1 domain
    
    Caster Level: 4
    
    Barbarian: Fast Movement, Rage 1/day (6 rounds)
    
    Feats: Endurance, Diehard
    
    Skill Points: 18 Max Ranks: 8/4
    Skills Ranks Mod Misc Total
    Concentration 8+1 +9
    Listen 3 +2 +5
    Knowledge (Religion) 2 +0 +2
    Survival 5 +2 +7
    
    Equipment: Cost Weight
    Mithril Chain Shirt +1 10 lb
    MW Greatsword 8 lb
    Chain Mail 150 gp 40 lb
    Heavy Wooden Shield 7 gp 10 lb
    Shortspear 1 gp 3 lb
    Sickle 6 gp 2 lb
    Signal Whistle 8 sp 0 lb
    Wooden Holy Symbol 1 gp 0 lb
    Spell Component Pouch 5 gp 2 lb
    Backpack 2 gp 2 lb
    Traveler's Outfit
    Bedroll 1 sp 5 lb
    Winter Blanket 5 sp 3 lb
    Fishing Net 4 gp 5 lb
    Trail Rations, 4 days remaining 4 lb
    Waterskin 1 gp 4 lb
    Wand of Cure Light Wounds (50) 750gp
    Magic Ring from Dragon
    
    Equipment Weight: 98 lb 
    Money: 124 pp 6676 gp 8 sp 10 cp  Money Weight120 lbs
    
     Lgt Med Hvy Lift Push
    Max Weight: 100 200 300 600 1500
    
    Age: 22
    Height: 5'4"
    Weight: 195 lb
    Eyes: Yellow
    Hair: Black
    Skin: Mottled Green
    Appearance: Scun has obvious Orc heritage, his mottled green skin
    and yellow eyes make that abundantly clear to anyone who gazes upon him.
    He is short and stout, but has very conspicuous muscles. Along with his
    Mithral Chain Shirt which he seems to wear constantly, he has a large
    backpack that bulges with unknown items. You see a whistle around his
    neck on a string, along with another necklace of twine that hangs
    underneath his armor. Most of his belongings seem to be well used and
    somewhat old, and tend not to match with each other.

    Background: Scun, as with so many other Half-Orcs, was the
    product of an Orc raid on a Human village. His raped mother was a kind
    soul, and kept him safe for the first few years of his life. As he grew
    faster than the other children and was much stronger, she feared for
    their safety in turn. She sent him to help her brother on his farm. The
    brother used him for labor and made him eat and sleep with the dogs.
    Scun ran away and traveled the roads, here he found out about Mongrel
    from a wandering old man, who shared what he had in Scun's time of need.
    Scun travelled with the man for a few years, helping him where he could
    and learning of the world. When the old man died, Scun wandered
    aimlessly for a time, but then found his own purpose in life and became
    an adventurer.

    Experience Tracking:
    The Island of Varras'zul
    Spoiler:
    • 150 XP from Snake
    • 100 XP from Spider Swarm
    • 50 XP from Quicksand
    • 200 XP from Water elementals
    • 150 XP from Golgol, the earth Mephit
    • 150 XP from Xorn
    • 200 XP from Centipedes
    • 100 XP from Caged Remnant
    • 150 XP from bypassing the Trap
    • 150 XP from escaping the Centipede Swarm
    • 200 XP from the Guardian (Spider)
    • 1100 XP from time spent on adventure
    • 100 XP from ad hoc reward

    total=2800


    Immortality Awakens
    Spoiler:

    675 from 1st encounter (Hobgoblins, Grey Renders, Orcs)
    100 from monthly xp (was level 2 at the time)
    900 from 2nd encounter with Hobgoblins
    1870 from mid-adventure update - after rescuing Sykhia
    300 from worm encounter
    800 from roleplay encounter with nomads
    150+800 time xp
    533 from sand tortoise encounter
    200 from crystal ambush
    833 from temple stuff
    1600 time xp
    total =


    Treasure Tracking:
    The Island of Varras'zul
    Spoiler:
    • 50 GP from Reward for completion
    • 1943 GP and 2 SP from ending treasure split

    total=1993 GP and 2 SP


    Immortality Awakens
    Spoiler:

    Magic Ring from Dragon (unidentified)
    Mithral Chain Shirt +1 from dead party member
    MW Greatsword from dead party member
    6666 gp
    total =


    Purchases:
    Wand of Cure Light Wounds - full from Thurgan

    current hp: 40/40
    Spells Prepared:
    0: Detect Magic, Detect Poison, Create Water, Create Water, Create Water
    1: Magic Weapon, Shield of Faith, Comprehend Languages, Hide from Undead | Domain: Longstrider
    2: Calm Emotions, Bull's Strength, Silence | Domain: Aid
    Last edited by Brain; Friday, 26th September, 2008 at 04:47 PM. Reason: fixes for approval

 

  • #122
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    Gallant (Lvl 3)

    Rae ArdGaoth's Avatar

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    Rasereit Vundinn

    Name: Rasereit Vundinn (RAH-zehr-it VOON-din)
    Class: Barbarian (horse) 4/Fighter 4
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: Mongrel

    Code:
    Str: 16 +3 (10p.)      Level: 8 (Brb4/Ftr4) XP: 33,349
    Dex: 16 +3 (8p.)       BAB: +8/+3           HP: 101/101 (12 + 3*9 + 4*7.5 + 32 CON)
    Con: 18 +4 (6p. +2)**$ Grapple: +11         Dmg Red: ~
    Int: 10 +0 (2p.)       Speed: 30'           Spell Res: ~
    Wis: 8  -1 (2p.)**     Init: +3             Spell Save: ~
    Cha: 8  -1 (2p. -2)    ACP: -3              Spell Fail: 30%
    *+1 Dex @ 4th
    **+1 Con, -2 Wis from Jareth's Deck
    $+1 Con @ 8th
    
    
                      Base   Mod  Misc  Total
    Fort:               8    +3    +2**  +13*
    Ref:                2    +3          +5*
    Will:               2    -1          +1*
    *+3 racial bonus on saving throws against poison (Enhanced by Jareth's Jack of Diamonds)
    *+3 racial bonus on saving throws against spells and spell-like effects (Enhanced by Jareth's Jack of Diamonds)
    **+2 Fort, from Great Fortitude
    **+4 to Fort saves made to avoid nonlethal damage from hot or cold environments, and saves made to resist damage from suffocation, from Endurance
    
    Languages: Common, Dwarven
    
    Abilities:
    Dwarven racial traits
    Darkvision 90' (from Jareth's Jack of Diamonds
    Fast movement
    Rage 2/day
    Illiteracy
    Run
    +2 Handle Animal and Ride with horses
    Endurance (from
    Jareth's Gift to the Warrior)
    Great Fortitude (from Jareth's Gift to the Warrior)
    all Dwarf Paragon abilities (from Jareth's Jack of Diamonds)
    True Seeing for 1 min 1x/day (from Jareth's King of Hearts)
    
    Feats:
    Two-Weapon Fighting [L1]
    Weapon Focus (Dwarven Waraxe) [L3]
    Improved Shield Bash [F1]
    Power Attack [F2]
    Shield Balance [L6]
    Weapon Specialization (Dwarven Waraxe) [F4]
    Combat Stats and Skills:
    Code:
               Base  Armor  Shld  Dex  Size  Nat  Misc  Total
    Armor:       10     +5    +2   +3     ~    ~    +0     20
    Touch: 13              Flatfooted: 17
    
    Weapon                          Attack           Damage           Critical       Notes
    +3 Flaming Dwarven Waraxe,
      Thane's Roar                   +15          1d10+8+1d6f            x3          (+8 BAB, +3 STR, +3 Magic, +1 WF; dmg +3 STR, +2 WS, +3 Magic, +1d6f flaming)
    MW Spiked MW Heavy Steel Shield  +12             1d6+1               x2          (+8 BAB, +3 STR, +1 MW; dmg +1 STR/2)
    Warhammer (Two-Handed)           +11             1d8+4               x3          (+8 BAB, +3 STR; dmg +4 STR*1.5)
    Handaxe MW                       +12             1d6+3               x3          (+8 BAB, +3 STR, +1 MW; dmg +3 STR)
    Handaxe MW (thrown)              +12             1d6+3               x3          (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
    Light Crossbow MW                +12             1d8              19-20/x2       (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
      
    TWF Full-Attack: 
    Roar and Shield             +13/+8,+10   1d10+8+1d6f,1d6+1       x3,x2        (-2 TWF/-5 2nd Atk)
     
    Skill Points: 32       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    Climb (Str)                 8    +4   -3     +9
    Constitution (Con)          0    +3   **     +3 (** +4 in some situations, from Endurance)
    Craft (Int)                 0    +0   **     +0 (** +2 with stone or metal items, from Craft Expertise)
    Handle Animal (Cha)         0    -1   +2     +1
    Intimidate (Cha)           10    -1          +9
    Knowledge (Local) (Int)     1    +0          +1
    Ride (Dex)                  9    +3   +2     +14
    Search (Int)                0    +0   **     +0 (** +4 to notice unusual stonework, auto check @ 20', from Improved Stonecunning
    Survival (Wis)              7    -1          +6
    Swim (Str)                  0    +4   **     +4 (** +4 in some situations, from Endurance)
    
    Craft Points: 1200
    Equipment:
    Code:
    Equipment:                           Weight
    +3 Flaming Dwarven Waraxe,
      Thane's Roar                       8.0 lb
    MW Spiked MW Heavy Steel Shield     20.0 lb (crafted by Juliana, MW spikes)
    Handaxe MW                           3.0 lb
    Warhammer                            5.0 lb
    Light Crossbow MW                    4.0 lb
    MW Breastplate                      30.0 lb
    Gauntlets (mundane)                  4.0 lb
    Amulet (mundane)                       ~ lb
    
    Explorer's Outfit*                     ~ lb
    -Belt Pouches x6                     3.0 lb
    --Vial (empty)                         ~ lb (originally came with a potion inside)
    --Vial (empty)                         ~ lb (from S2 loot, originally came with a potion inside)
    --Vial (empty)                         ~ lb (from S2 loot, originally came with a potion inside)
    --Vial (empty)                         ~ lb (originally came with a potion inside)
    --Vial (empty)                         ~ lb (originally came with a potion inside)
    --Fine Black chess pieces              ~ lb
     - pawn
     - rook
     - king
    Signal Whistle (neck)                0.1 lb
    Flask of liquor                      0.1 lb (free from Joe, now empty)
    
    *Belt is worn diagonally across the chest
    
    Backpack                             2.0 lb
    -Waterskin (full)                    4.0 lb
    -Whetstone                           1.0 lb
    -Monk's Outfit                       2.0 lb
    -Letter of Commendation from
      Baron Pician of Earling              ~ lb
    -Letter of Commendation from
      the King of Monemvassia              ~ lb
    -Vial (empty)                          ~ lb (originally came with a potion inside)
    -Sack                                0.5 lb
    --Chalk x2                             ~ lb
    --Flint & Steel                        ~ lb
    -Sack                                0.5 lb
    Quiver
    -Crossbow bolts (11)                 1.1 lb
    
    *Preserved and salted
    
    Total Weight: 88.3 lb     Money: 0pp 166gp 7sp 6cp
    
                        Lgt     Med       Hvy     Lift   Push
    Max Weight:       0-100   101-200   201-300   600   3000
    
    
    
                                           Cost   Weight
    Heavy Warhorse                        400gp   ~ lb 
    -Chain shirt barding                  400gp   50 lb
    -Military Saddle                       20gp   30 lb
    -Bit and bridle                         2gp   1 lb
    -Saddlebags                             4gp   8 lb
    -Rasereit                        priceless!   186 lb
    -Rasereit's carried gear                ~gp   88.3 lb
    
    Total Weight: 363.3 lb (Medium encumbered, 35' movement)
    
                        Lgt   Med    Hvy       Lift   Pull
    Max Weight:        0-300 301-600 601-900   1800   3600
    Age: 66
    Height: 4'5"
    Weight: 186lb
    Eyes: Dark Brown
    Hair: Red
    Skin: White w/ light tan



    Appearance:

    Tall for his race, Rasereit Vundinn still seems a bit short among humans. His long red hair looks like it was braided once and then forgotten. Though it's not exactly treated with reverence, his hair is not ridiculously knotted, just a little wild. He bathes only when he feels like it, sometimes giving him an unpleasantly odoriferous presence. He has a fierce glint in his dark brown, almost black, eyes.

    The breastplate he wears over his clothes has nary scratch on it, but its dull metal sheen makes it seem as though it is tired and old. The Vundinn clan emblem is etched on the chest. It looks to be made of the finest steel and the straps are attached in such a way as to facilitate his movement more easily than most armor of its type. Hanging around his neck is a small, carved wooden turtle on a leather lace. His gray woolen shirt is dirty, getting a wash only when he does, but durable. His hands are protected by gauntlets, both of excellent craftsmanship, each with a circular etching on the back depicting a dwarf lifting a mountain. Like the breastplate, the gauntlets have a dull look about them.

    Two finely crafted axes with keenly sparkling edges hang from his hips, attached to his belt by leather loops holding the axe heads up. The blade of the waraxe has a slight red tint, and it seems to emit an aura of heat. On his back hangs a large, ornate, spiked steel shield, adorned with a helmeted dwarven head behind the vicious spikes, its eyes closed as though it were asleep.

    Perhaps the strangest thing about the dwarf is his kilt. Woven into a red and gray plaid pattern, it is clearly very old but also very well kept. A few stitches are evident here and there, probably where an unavoidable dagger made its mark.

    Rasereit's bare, hairy legs carry a large number of scars, as does his face. All over his body, reminders of old wounds are small and large and in between. Clearly, this dwarf has seen more than his share of conflict.

    On his right palm is a magical tattoo of a white queen, from a chess set. The image is heretical to the mainline of Jareth, and Rasereit keeps it hidden beneath his gloves.

    Personality:

    Rasereit is often rowdy and boisterous, with very little concern for what others think. Depending on his mood, he might challenge a stranger to a no-rules bar fight or buy him a drink. He has been known to charge stupidly into very dangerous situations and barely escape with his life.

    When on a team with other adventurers, he does his best to protect those he knows, usually by screaming and taking most of the punishment himself, though he probably won't take a bolt for anyone he just met. With other worshippers of Mongrel he is very open, his trust is easily won, and he will help any other wanderers of Mongrel immediately, without a thought of hesitation or self-interest.

    He never steals from companions, contracted or otherwise, or the obvious poor, but anyone else is a potential victim. Sometimes, when he's feeling charitable, he will secretly give some of his wealth to the poor, leaving offerings of food or money on doorsteps. Of course, these gifts are almost always taken from some rich sap who "didn't need it anyway" or looted from a recent kill. Close friends, among whom number the halfling Ogrin, the human "noordlander" Pendrake, and the nameless priest of Mongrel, call him Razh.

    He washes his kilt reverently every day that he can, in an uncharacteristically respectful tribute to his lost clan. In the evenings, he sleeps sitting up with his armor on and his shield propped up behind him. He is wary of magic, and he is very self-conscious of the magical tattoo on his right palm.


    History:

    The Vundinn clan is notable because they were among the only dwarven clans to wear the kilt. This tradition arose many generations ago when the women of the clan had to protect the village from a surprise attack while most of the men were out hunting. They grabbed their husbands' weapons and ran out into battle wearing their skirts. They single handedly beat back the entire enemy force. When the men returned, a great ceremony was held in the women's honor, and all the men wore skirts in homage to their valor. In that ceremony, the women received completely equal rights with the men. After the celebration night, a few of the men continued to wear the skirts, and the fashion spread quickly and held fast for the centuries it has been since that day.

    Almost all of Rasereit's life has been wrought with conflict, making the battlefield a place where he feels at home. He was raised for the first 13 years of his life in a dwarven clanhold deep within the Underdark below the Northern Mountains, to the north of the Vastermarch cities. The Vundinn clan was waging war with an encroaching horde of dark, intelligent beasts. They lost all of their ancient stone houses and many of their clansmen to the foul monsters as they were forced upwards, towards the surface. Their second settlement was less defensible and did not have even a year of peace before the same creatures attacked. After two long years of conflict, that settlement was also destroyed and abandoned. Even more clansmen died defending the second settlement, and the monsters had no qualms about killing women and children. The dwarves who survived in the greatest numbers were the wild Vundinn warrior-barbarians, fierce combatants both honored and feared by the rest of the Vundinn clan. It was these dwarves who taught Rasereit to fight.

    The Vundinn moved all the way up to a large cavern right below the surface. There they faced sporadic attacks from goblins and orcs who squatted in the nearby mountains, but they survived for another twenty one years before the monsters returned in full force. This time, an unusually intelligent orc used the threat of the monsters to unite the scattered goblinoid tribes. The combined forces of the goblinoids beat back the creatures of the depths before they reached the new Vundinn settlement. After a short respite, the orcs and goblins attacked the dwarves, determined to claim the dwarves' cavern for themselves. The Vundinn clan was almost shattered, but a few warrior-barbarians and Rasereit survived. The remnants managed to trek to the surface. There they survived for another two years under the minor oppression of goblinoids as they slowly migrated south of the mountain range. Finally, the Vundinn clan was completely disbanded when the last few clansmen simply gave up and walked their own separate ways.

    Throughout all this strife, by chance and bad fortune, Razh had seven foster families plus his first, birth family. Most of them had no mothers. When the clan parted ways, he had nothing but the clothes on his back, the kilt on his hips, and the family axes at his sides. For the next three years, he made guerilla attacks on small goblin scout groups in revenge, but soon saw the futility of his efforts and stopped. He retreated south, to the town of Braeholl in the Vastermarch. The dwarven barbarian was not well received there, so he quickly moved to the forest in the south east, the Silverwood, where he lived in relative peace (despite several almost-violent run-ins with arrogant and territorial elves) and met his first real friend and trusty mount, Kerrin the horse. Eventually, he began traveling south. Periodically, he would stop by the tiny settlements in the countryside for miserable attempts at socializing, but he always returned to the wilderness.

    On one of these visits, he met a very friendly and wise wandering Cleric of Mongrel. They traveled together until the next settlement, and on the journey, the cleric told his tales of adventuring and of the extreme satisfaction he received from serving his carefree god, Mongrel. Razh was converted immediately, and is now one of the most devout (if you can call a worshipper of Mongrel "devout") followers of Mongrel. The two friends parted and have never seen each other since, but Razh holds a soft spot in his adamantine heart for any follower of the Dog.

    When he was 63, Rasereit's beloved equine companion, Kerrin, was at a river drinking water when a rogue goblin squadron killed the beast for meat. In a fit of fury, Rasereit slaughtered them all. He traveled on foot to the Red Dragon Inn...

    First Post
    The doors of the tavern slowly swing open as a very dirty, very smelly dwarf trudges slowly toward the bar. An old pack graces his hunched back, a belt with a few pouches is strapped diagonally across his broad chest, and his rusty scale mail clinks and screeches, quietly protesting his clumsy movements. The large axe at his hip is nearly touching the floor because of his posture. His eyes are blood shot, and he moves with the swinging gait of a dwarf who has spent too much time with a bottle in his hands. He tries to sit down and order a drink but, due to the constant haggering by the barmaids to speak to Joe, is unable to even get the words out. "In the name of Mongrel! Back off!" he grunts loudly in an oddly accented dialect. He scans behind the bar for the bartender they speak so animatedly of. Spotting the only man with an apron on, he raises his hand, nods towards him. "I... Er, hello... Joe... Look, can y' get me a drink over here?" Eyeing him distastefully, not because of his smell, mind you, but rather for his manners, Joe meanders his way over to the unclean mess deposited at the bar and slams down a full mug, saying, "That'll be a silver, if y' please." The dwarf eyes him beadily, but after some time reaches into his pocket for the money. After receiving it, Joe Smith moves on to other, more sociable patrons, while the dwarf lays his head down on the bar, not even taking a sip of his drink. Occasionally his body shakes or trembles for a very brief moment, then he looks about angrily to see if anybody noticed, lays his weary head back down, and repeats the process.

    OOC: New character, new to PbP, but not new to the game. Nice to meet you all!

    Private Details
    Second father was a miner, killed in an unfortunate and rare cave-in.
    Third father was a warrior-barbarian. Third mother was a little obese, or at the very least, "large around the belly"
    Fourth father was a brewmaster, killed by foul monsters.
    Fifth father was a weaponsmith, forged Razh's first handaxe, died at the age of 303 in "glorious battle".
    Sixth father was an armorsmith, killed by monsters.
    Seventh father was a warrior-barbarian, killed by orcs, bequeathed his family waraxe to Razh.

    Rasereit had his old, family waraxe melted down and some of the metal was used by Stonebender the smith to make his new, magical dwarven waraxe. His old handaxe was held at the smith’s for a while, then melted down by Juliana's apprentice and mixed in with his new magical shield's metal.

    Rasereit was age 63 in 2004.


    Our Hero's Story Thus Far:

    Razh was drinking away his sorrows and looking for distractions in the Red Dragon Inn when he and several others were offered a job by Mona, a halfling paladin. The group sailed to the Island of Varras'zul. After a brief foray into the underground, Razh and all members of the party returned to Orussus, a few gold pieces richer and with an acute fear of invincible centipedes. Mona got the book she wanted, so she sailed off to help her friends. Her ship turned up later, abandoned and empty.

    Razh, his newfound halfling friend Ogrin, and some others assisted a man in avenging his sister. After a vicious battle with a lycanthrope, the culprits were quickly caught and brought to justice, but the adventurers gained the enmity of the Conclave, a secretive criminal organization, in the process.

    Rasereit returned to the Red Dragon Inn and consumed a lot of alcohol over the course of a few days. He and Ogrin were then hired to join a group of experienced adventurers in dealing with a notorious noble, the Viscount Causticus. Another nauseating sailing experience brought Razh and company to another underground lair. This one was infested with gnolls led by Willem Frump, a man impersonating the goblin god KaziKazi. The brave wizard Ashnar died in the battle with Frump, but the false god was defeated. With Ashnar resurrected and Frump to guide them, the group traveled a long way through an underground tunnel only to emerge in the middle of an ambush by none other than the Viscount himself, assisted by his black dragon mother. Stripped bare and imprisoned, the party made their way through the dragon's dungeon beneath a volcano, where Razh wrestled a crocodile. Upon escape, the group stole some goblin equipment and attacked Causticus on his ship as he was making his way off of the island. He was defeated, and as Gundar's wrath poured from the volcano, the party sailed away in victory.

    Back in Orussus, Razh used his wages to purchase some fine new equipment and enchant his dwarven waraxe and breastplate armor. Now somewhat of a pair of veterans, Razh and Ogrin were hired by another group to assist them in finding and freeing a kidnapped princess. The trail was getting cold, but as soon as Razh and Ogrin joined up, it quickly got very hot. After a fruitless horseback chase through the city, Ogrin dove headfirst into an ambush of five well-prepared men. He was quickly knocked unconscious, and Rasereit was forced to use all of his rage and skill to defeat the room full of foes and save his friend. Both halfling and dwarf almost died, but Fate had other plans. The town guards arrived in time to finish one of the two men that Razh had left, and Lasair used her psychic abilities to subdue the last man and force him to disclose the details of the princess' abduction. A large feast, five letters of commendation, and 40,000 gold pieces later, Razh and the others now have the gratitude of a baron and one of the most beautiful women in the land.

    After enjoying their payment on Merchant's Avenue in Orussus, Rasereit decided it was time to head north. Ogrin decided to tag along, and so did a young man named Nodis and another halfling, Talbin. The four traveled on a ship to the Vastermarch, with plans to eventually head up into the mountains, to Rasereit's homeland. But as they rested at in an inn in a Vastermarch village, the village was attacked by a raiding party of orcs. The adventurers dispatched the raiding party and gathered what villagers they could to head for Braeholl. On the way, the group ran into another gang of adventurers, and unfortunately, a large contingent of an orcish army. After defeating several ogres, dozens of orcs, a half-orc sorcerer, and even a few undead, the union of parties arrived at Braeholl, the besieged 'bastion' of the Vastermarch Cities.

    There the united group discovered the details behind the war in the Vastermarch. An accursed artifact, the Scythe of Seto, was the root cause of the conflict, corrupting all who came into contact with it, including a great paladin. After speaking with a knowledgable halfling, the adventurers agreed to take it to an ancient temple dedicated to Jareth, where a portal to oblivion was rumored to exist. The temple was protected by powerful magic, and in order to gain access our heroes were forced to engage in several life-or-death games. Rasereit took a leading role in an oversized chess game, toppling half the pieces on the board with his combat prowess. Afterwards, the group was separated, and he had to battle a crazed, evil mirror of himself. Twice.

    In time, they reached the chasm. After a brief encounter with the corrupted paladin and two others under the spell of the Scythe, the cursed thing was destroyed, along with the Mirror of Opposition which produced Rasereit's evil twin. Feeling good about his success so far, Rasereit decided to take advantage of Jareth's games and played an imp in a dangerous game of chance. Drawing no less than five cards from a magical deck, Rasereit lost and gained much, material and otherwise.

    Tracking:


    Experience:
    1100 XP from 6 RL months, The Island of Varras'zul
    150 XP from Python, The Island of Varras'zul
    100 XP from Spider Swarm, The Island of Varras'zul
    50 XP from Quicksand, The Island of Varras'zul
    200 XP from Water elementals, The Island of Varras'zul
    150 XP from Golgol, the earth Mephit, The Island of Varras'zul
    150 XP from Xorn, The Island of Varras'zul
    200 XP from Centipedes, The Island of Varras'zul
    100 XP from Caged Remnant, The Island of Varras'zul
    150 XP from Trap, The Island of Varras'zul
    150 XP from Centipede Swarm, The Island of Varras'zul
    200 XP from Guardian Spider, The Island of Varras'zul
    75 XP from Cursed Book, The Island of Varras'zul
    40 XP, ad hoc, The Island of Varras'zul

    Subtotal from The Island of Varras'zul: 2815 XP

    320 XP from Rats, Bats, and Wererats, LPNN
    325 XP from time spent, LPNN
    925 XP from Tryggvi, Kopasker, assassin vines, and 2.5 months of real time, LPNN

    Subtotal from LPNN: 1570 XP

    471 XP from 10 gnolls after salt chute, M4: Under the Volcano
    150 XP from piercers, M4: Under the Volcano
    694 XP from 5 gnolls and 4 hyenadons, M4: Under the Volcano
    75 XP from White Goo (before resting) M4: Under the Volcano
    150 XP from Time spent on adventure, M4: Under the Volcano
    1114 XP from more goo, KaziKazi and co., etc., M4: Under the Volcano
    600 XP from Time spent on adventure, M4: Under the Volcano
    2235 XP from escaping a volcanic island with only goblin weapons, M4: Under the Volcano

    Subtotal from M4: Under the Volcano: 5489 XP

    2200 XP from bravely battling five armed men at the same time, wounding all of them, and personally dispatching three, Niobe's Dilemma
    300 XP from time spent and misc., Niobe's Dilemma

    Subtotal from Niobe's Dilemma: 2500 XP

    2050 XP from wiping out an orcish raiding party, personally dispatching 6 warriors, 2 leaders, and a minotaur, and assisting others in taking out the rest S2: War in Vastermarch
    2300 XP from wiping out an orcish siege party, personally dispatching 3 ogres and several orcs, S2: War in the Vastermarch
    175 XP for miscellaneous goodness, S2: War in the Vastermarch

    Subtotal from S2: War in the Vastermarch: 4525 XP

    900 XP from a group of undead, S3: The Scythe of Seto
    1380 XP from a gargantuan spider and her brood, S3: The Scythe of Seto
    1620 XP from slaughtering a nighthag and her demon puppy, S3: The Scythe of Seto
    2550 XP from real-time spent, S3: The Scythe of Seto
    500 XP from strategizing in a most dangerous game of chess, S3: The Scythe of Seto
    7500 XP from fighting, individually, a wounded minotaur knight, 3 gnoll skeleton pawns, a gargoyle bishop, the other minotaur knight, a scorpion rook, the wounded King (chain devil), and a twisted mirror Razh twin, S3: The Scythe of Seto
    1000 XP from finishing the final fight with Lothar the Lecher, Sangster the Scoundrel, and Torvin the werewolf, S3: The Scythe of Seto
    1000 XP from aiding in the destruction of the cursed artifact, the Scythe of Seto, S3: The Scythe of Seto

    Subtotal from S3: The Scythe of Seto: 16450 XP

    Grand Total: 33,349 XP


    Levels:
    L1 -> Barbarian 1
    HP: 15 (12+3), Skill Points: 16 (4*4)
    Climb: 4 ranks (+4), Intimidate: 4 ranks (+4), Ride: 4 ranks (+4), Survival: 4 ranks (+4)
    Dwarf: Dwarven Traits
    Barbarian Abilities: Fast movement, illiteracy, rage 1/day
    Feat (L1): Two-Weapon Fighting

    L2 -> Barbarian 2
    HP: 27 (+12), SP: 20 (+4)
    Climb: 5 ranks (+1), Intimidate: 5 ranks (+1), Ride: 5 ranks (+1), Survival: 5 ranks (+1)
    Barbarian Abilities: Uncanny dodge

    L3 -> Barbarian 3
    HP: 39 (+12), SP: 24 (+4)
    Climb: 6 ranks (+1), Intimidate: 6 ranks (+1), Ride: 6 ranks (+1), Survival: 6 ranks (+1)
    Barbarian Abilities: Trap Sense +1
    Feat (L3): Weapon Focus (Waraxe)

    L4 -> Barbarian 4
    HP: 51 (+12), SP: 28 (+4)
    Climb: 7 ranks (+1), Intimidate: 7 ranks (+1), Ride: 7 ranks (+1), Survival: 7 ranks (+1)
    Barbarian Abilities: Rage 2/day
    Ability Bonus (L4): 16 Dex (+1)

    L5 -> Fighter 1
    HP: 61.5 (+10.5), BAB: +5 (+1), SP: 30 (+2)
    Climb: 8 ranks (+1), Intimidate: 8 ranks (+1)
    Fighter Abilities: Bonus Feat (Improved Shield Bash)

    L6 -> Fighter 2
    HP: 72 (+10.5), BAB: +6 (+1), SP: 32 (+2)
    Ride: 9 ranks (+2)
    Fighter Abilities: Bonus Feat (Power Attack)
    Feat (L6): Shield Balance

    L7 -> Fighter 3
    HP: 82.5 (+10.5), BAB: +7 (+1), SP: 34 (+2)
    Intimidate: 10 ranks (+2)

    L8 -> Fighter 4
    HP: 93 (+10.5), BAB: +8 (+1), SP: 36 (+2)
    Knowledge (Local): 1 rank (+1, 2cc)
    Fighter Abilities: Bonus Feat (Weapon Specialization (Waraxe))
    Ability Bonus (L4): 18 Con (+1)

    Jareth's Deck
    Jack of Diamonds: Dwarf Paragon abilities
    Craft Expertise (Ex): Razereit may add +2 as a racial bonus on all Craft checks related to stone or metal items.
    Improved Stonecunning (Ex): Razh's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
    Improved Darkvision (Ex): Razh's darkvision range increases by 30 feet.
    Save Bonus (Ex): Razh's racial bonus on saves against poison and against spells and spell-like effects increases by 1. (to +3)
    Ability Boost (Ex): Razh gets a CON boost of +1.
    (These DO NOT stack with the dwarven paragon abilites should Razh ever take levels in that class. Essentially he has already gained these abilities.)
    Jack of Clubs: -2 WIS.
    King of Hearts: True Seeing for 1 min 1x/day.




    Wealth:
    727.55gp - Tracking began, 2/26/07

    +10559.06 GP - reward from Niobe’s Dilemma (linked post references 4000 gold which was later corrected to 8000. More math.)
    -4169 GP - Purchased a +1 Spiked Light Steel Shield of Bashing, 9GP[/B] base + 10GP[/B] spikes + 150GP[/B] MW + 4000GP[/B] magical armor (+1 enhancement and Bashing).
    -4000 GP - Purchased Gauntlets of Dwarven Might (equivalent to Gauntlets of Ogre Strength), Str +2
    -2 GP - crossbow bolts.
    -2 GP - self-imposed lack-of-crossbow-bolt-tracking penalty.
    -2000 GP - Amulet of Natural Armor +1
    +Letter - Letter of Commendation from Baron Pician of Earling.
    -2 GP - Keldar's song in the RDI.

    1111.11 GP - Total money on 6/13/07 (how cool is that?)

    -100 GP - 2 CLW potions.
    -600 GP - 2 CModW potions.
    +42.5 GP - selling light horse and riding saddle.
    -400 GP - buying a heavy warhorse.
    -20 GP - buying a military saddle.
    -2 GP - bit and bridle.
    -4 GP - saddle bags.
    -5 GP - monk's outfit.
    +15 GP - selling two longswords.
    +1.5 GP - selling light wooden shield.
    -12 GP - warhammer.

    32.11 GP - Total money on 6/13/07

    -5 GP - staying at an inn.
    -consumed 1 vial of CMW (2 left)
    -consumed second vial of CMW (1 left)
    -consumed 1 vial of CLW (1 left)
    +2826.05 GP - loot.
    +2 vials of CLW from loot.
    -400 GP - a new heavy warhorse (*sob*)
    -320 GP - a new double MW heavy spiked steel shield (crafted by Juliana)
    -300 GP - a CMW potion from Ogrin.
    -threw away moldy cheese and rotten meat.

    1857.26 GP - Total money on 12/8/07

    +75 GP - a loan from Beamer
    +2084.5 GP - selling +1 light spiked steel shield of bashing
    -4000 GP - enchanting MW Heavy Steel Shield w/ MW Spikes with +1 (1000gp) and Bashing (3000gp)
    +300 GP - spending 1 DM credit.

    316.76 GP - Total money on 1/5/07

    -75 GP - paying Beamer back.
    -100 GP - chain shirt.
    +375 GP - delivering goods to a wizard.
    -400 GP - chain shirt barding for horse.
    consumed 1 vial of CModW (1 left)
    consumed 1 vial of CLW (2 left)
    consumed 1 vial of CModW (0 left)
    consumed 2 vials of CLW (0 left)
    traded a pawn to draw the Jack of Clubs from Jareth's Deck
    traded a knight to draw the Jack of Diamonds from Jareth's Deck
    traded a pawn to draw the Queen of Clubs from Jareth's Deck
    ruined: +1 Dwarven Waraxe, Roar (worth approx. 2000gp)
    ruined: +1 Spiked Heavy Steel Shield of Bashing, Bite (~2000gp)
    ruined: +1 Breastplate, Comraich (~1000gp)
    ruined: +2 Gauntlets (~4000gp)
    ruined: Amulet of Natural Armor +1 (~2000gp)
    traded a knight to draw the King of Diamonds from Jareth's Deck
    traded a bishopto draw the King of Hearts from Jareth's Deck
    riches: +3 Flaming Dwarven Waraxe, Thane's Roar (~32,000gp)
    +50gp - sold chain shirt

    166.76 GP - Current cash


    Last edited by Rae ArdGaoth; Tuesday, 18th May, 2010 at 10:04 PM. Reason: Fixed AC

  • #123
    Registered User
    Novice (Lvl 1)

    Vigwyn the Unruly's Avatar

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    Jun 2004
    Location
    Chicago, IL (really Naperville)
    Posts
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    ø Ignore Vigwyn the Unruly
    My communities:

    Somac

    Code:
    Name: Somac
    Class: Barbarian
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: Grendath
    
    Str: 15 +2 (8p.)     Level: 3        XP: 5314
    Dex: 14 +2 (6p.)     BAB: +3         HP: 36 (3d12+6)
    Con: 14 +2 (6p.)     Grapple: +5     Dmg Red: --/--
    Int: 12 +1 (4p.)     Speed: 40'
    Wis: 10 +0 (2p.)     Init: +6
    Cha: 12 +1 (4p.)     ACP: 0
    
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:           10    +3    +0    +2    +0    +0    +0     15
    Touch: 12              Flatfooted: 15
    +1 Dodge bonus to AC against attacks made by traps
    
                             Base   Mod  Misc  Total
    Fort:                      3     +2          +5
    Ref:                       1     +2          +3 (+4 total to avoid traps)
    Will:                      1     +0          +1
    
    Weapon                 Attack   Damage     Critical
    MW Greataxe               +6    1d12+3           x3
    Shortbow                  +5       1d6           x3 (range 60’)
    Dagger                    +5     1d4+2      19-20x2
    
    Languages: Common, Orc (literate)
    
    Abilities: Fast Movement, Rage 1/Day, Uncanny Dodge, Trap Sense +1
    
    Feats: Stealthy, Improved Initiative, Power Attack
    
    Skill Points: 36        Max Ranks: 6/3
    Skills                  Ranks  Mod  Misc  Total
    Climb                      6    +2          +8
    Hide                       0    +2    +2    +4
    Jump                       6    +2          +8
    Listen                     2    +0          +2
    Move Silently (cc)         1    +2    +2    +5
    Ride                       6    +2          +8
    Survival                   6    +0          +8
    Swim                       6    +2          +8
    2 skill points spent to become literate
    
    Equipment:               Cost  Weight
    MW Studded Leather       --gp   20lb
    MW Greataxe              --gp   12lb
    Shortbow                 30gp    2lb
    Arrows (40)               2gp    6lb (35 remaining)
    Dagger                    2gp    1lb
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Flask (empty)             3cp  1.5lb
    Flint and Steel           1gp   --lb
    Rations (3)              --sp    3lb (2 remaining)
    Torches (3)              --cp    3lb
    Waterskin                 1gp    4lb
    Sunrod                    2gp    1lb
    Explorer Outfit           0gp   --lb
    Total Weight: 60.5lb    Money:   44pp 3gp 6sp 2cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 66   133   200   400  1000
    
    Age: 17
    Height: 6'3"
    Weight: 205lb
    Eyes: green
    Hair: blonde
    Skin: ruddy
    Appearance: Somac is well-proportioned and lean. His finely crafted studded leather armor covers an athletic
    body toned by a harsh outdoor life. His green eyes and blonde hair complete a wild countenance.

    Background: Somac was the favored nephew of his clan’s chieftain who spent most of his free
    time teaching Somac to fight and live the life of the clan. The chieftain’s son felt neglected, and burned
    with jealousy. When Somac came of age, the chieftain’s son began to worry that the hereditary post of
    chieftain might very well be passed to Somac. However, he knew he was no match for Somac in open
    combat, and so contrived to have him banished on a trumped up charge of plotting to usurp the
    leadership of the clan. While maintaining his innocence, Somac agreed to leave the clan forever in
    order to preserve the peace. Somac is now searching to find his place in the larger world.


    Story: Shortly after arriving at the Red Dragon Inn for the first time, Somac met a group of new
    friends and traveled with them to the city of Monemvassia. From there, they set out to capture a crook
    by the name of Jezibel, and to harass a goblin threat. Many goblins were killed in a moathouse, and
    many more were chased to a beach by the sea. There, Somac and his friends were able to capture
    Jezibel. However, they were almost immediately routed by a large group of fishmen, accompanied by
    an incredibly large abhorrent beast from the depths. In the chaos of battle, Jezibel escaped. Sadly, a
    carefree halfling member of the party was also lost.
    http://www.enworld.org/showthread.php?t=101761


    XP record:
    1889 by Manzanita
    http://www.enworld.org/showpost.php?...&postcount=702
    2700 by Manzanita
    http://www.enworld.org/showpost.php?...postcount=1291
    725 by Rystil Arden
    http://www.enworld.org/showpost.php?...&postcount=595
    http://www.enworld.org/showpost.php?...&postcount=601

    Treasure record:
    762 gp, 3 sp, MW studded leather armor by Manzanita
    http://www.enworld.org/showpost.php?...postcount=1274
    Last edited by Vigwyn the Unruly; Saturday, 16th July, 2005 at 06:11 AM. Reason: rations

  • #124
    Registered User
    Acolyte (Lvl 2)

    Mogwaimon's Avatar

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    Location
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    Gurm Ironforge

    Code:
    Name: Gurm Ironforge
    Class: Fighter
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Delanor
    
    Str:  15 +2 (8p.)     Level: 1        XP: 0
    Dex:  15 +2 (8p.)     BAB: +1         HP: 11 (1d10+1)
    Con:  13 +1 (3p.)     Grapple: +3     Dmg Red: 0/0
    Int:  12 +1 (4p.)     Speed: 20'      Spell Res: 0
    Wis:  11 +0 (3p.)     Init: +2        Spell Save: +2
    Cha:  10 +0 (4p.)  ACP: -4         Spell Fail: 25%
    
                          Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +2    +0    +0   +0    16
    Touch: 12              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2         +4
    Ref:                       0    +2         +2
    Will:                      0    +0         +0
    
    Weapon                  Attack   Damage     Critical    RangeInc
    Scimitar(Primary Hand)     +2  1d4+2        18-20/x2          -   15 GP, 4 Lbs
    Dagger(OffHand)             +1      1d4+1    19-20/x2      10ft   2GP, 1 Lb
    (BAB is +1, strength mod is 2, so attack bonus is 3, dagger is light so TWF is -2, -2.Scimitar is +1, dagger is +1.Weapon focus is on the scimitar, so add another +1 to that.Final result is +2, +1.)
    Languages: Common, Dwarven, Orc(Bonus Language)
    
    Abilities: 
    Dwarven Abilities
    +2 Con, -2 Cha
    Base speed is 20 ft, but can move with medium or heavy armor and/or carry a medium/heavy load without incurring any penalties
    Darkvision 60 ft
    +2 racial bonus on Search checks for stonework
    May use dwarven waraxes and urgroshes as martial weapons
    +4 bonus on ability checks made to resist bull rushes or trip attacks on the ground
    +2 on saves against poison
    +2 racial bonus against spells and spell-like effects
    +1 racial attack bonus against orcs and goblinoids
    +4 bonus to AC against monsters of the giant type
    +2 racial bonus on Appraise checks that are related to stone or metal items
    +2 racial bonus on craftchecks related to stone or metal
    Weapon and armor proficiency with all simple/martial weapons, all kinds of armor, and all shields. 
    
    
    
    Feats: Two Weapon Fighting(1st Level Feat)
                  Weapon Focus(Scimitar) (Bonus Feat, Fighter)
    
    Skill Points: 8 (2+1*4 = 12)     Max Ranks: 4/2
    Skills                           Ranks  Mod  Misc  Total
    Climb(Str)                              4    -4        +0
    Craft(Weaponsmithing(Int))       2    +2          +4
    Handle Animal(Cha)                  2    +0          +2
    Intimidate(Cha)                       0    +0          +0
    Ride(Dex)                               0    +0          +0
    Swim(Str)                               4    -4       +0
    
    Equipment:            Cost  Weight
    Scale Armor              50gp   30lb
    Backpack(Empty)           2gp    2lb
    Tent                     10gp   20lb
    Total Weight:58lb      Money: 149gp 0sp 0cp (d4)
    
                               Lgt   Med         Hvy          Lift(Off ground)     Push
    Max Weight:            66lb  67-133lbs   134-200lbs   400lbs               1000lbs
    
    Age: 87
    Height: 4'1"
    Weight: 164lb
    Eyes: Blue
    Hair: Greyish-silver
    Skin: Tan
    Appearance: Gurm Ironforge is a small muscular dwarf.Gurm wears a purple overcoat over his armor, if he's currently wearing any.His pants are tight and dark blue, but loose enough so that they don't hamper his movement.He also wears huge black boots that clack as he walks.Finally, he also wears a pair of goggles over his forehead and has a gold ring pierced through his ear.

    Background: Gurm Ironforge has always been a strange dwarf.His loud nature and love for the sea mark him as eccentric amongst his people.Gurm has always dreamed of the sea, his greatest dream being to become a pirate and sail the seas searching for treasure.What he doesn't know is that most pirates are cutthroats and purse snatchers.As for where he came from, he was born to the Ironforge clan in an indescript part of the world.He left his clan because he wanted to prove to himself and to his clan that dwarves aren't restricted to living with or in stone.

    This is my first time playing D&D and my first time rolling up a character, so if I've made any glaring mistakes, please do tell ^^;;

    Edit:Forgot to put down my weapon proficiencies for Fighter class

    Edit2: Believe I have finally fixed all my errors, I should hope ^^
    Last edited by Mogwaimon; Thursday, 29th July, 2004 at 03:55 PM.

  • #125
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    Novice (Lvl 1)

    rln's Avatar

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    Ogrin Brutalfist

    Code:
    Name: Ogrin Brutalfist, halfling thug
    Class: Rog4/Ftr2 
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: Mongrel
    Basic stats:
    Code:
    Str: 14 +2 [10p]            Level: 7        XP: 27378
    Dex: 17 +3 [6p]             BAB: +5         HP: 59 (Levels: 8+9.5+9.5+6.5+6.5+6.5+6.5, other: 6)
    Con: 14 +2 [6p]  16 +3      Grapple: +3     Dmg Red: none
    Int: 14 +2 [6p]             Speed: 20'      Spell Res: none
    Wis:  8 -1 [0p]             Init: +3        Spell Save: N/A
    Cha: 10 +0 [2p]             ACP: See below  Spell Fail: N/A
    
                             Base   Mod  Misc  Total
    Fort:                      4    +2    +5   +11
    Ref:                       4    +3    +4   +11
    Will:                      1    -1    +4    +4     (+2 vs fear)
    
    Languages: Common, Halfling, Goblin, Draconic
    
    Abilities: Sneak Attack +2D6, Trapfinding, Halfling racial traits, Evasion,
    Trap sense +1,
    Uncanny Dodge, Jareth's Ace of Hearts (+1 luck bonus on saves, reroll one roll per adventure day)
    
    Feats: Two Weapon Fighting, Combat Expertise, Improved Disarm, Improved Feint, Dodge,
    Acrobatic*, Stealthy*
    Armour, Weapons & Attack Routines
    Code:
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10     +6    +3    +3    +1    +0    +0    23
    Touch:              14
    Flatfooted:         20
    
    Due to having 5+ ranks in tumble, Ogrin gets +3 dodge bonus to AC when fighting defensively, +6 dodge bonus to AC when executing the total defense standard action.
    
    Weapon                  Attack   Damage     Critical   Other
    Dagger (S)                +7     1d3+2*    19-20x2    Piercing or Slashing, 10' inc
    Sap (S)                   +7     1d4+2*    x2         Bludgeoning, Nonlethal damage
    Silver Short Sword (S)    +7     1d4+1*    19-20x2    Piercing, Alchemical silver
    +1 Long Sword (S)         +8     1d6+3*    19-20x2    Slashing
    MW Morning Star (S)       +8     1d6+2*    x2         Bludgeoning and Piercing
    Sling  (S)                +9     1d3+2*    x2         Bludgeoning, 50' inc, +1 AB (halfling trait), -1 damage if using silver bullets
    
    Two-weapon fighting penalty: -2 on each hand if secondary weapon is light.
    * = Sneak attack damage 3D6 may apply


    Skills
    Code:
    Skill Points: 78       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   0    +2          +2
    Balance                    2    +3    +2    +7*
    Bluff                      9    +0          +9
    Climb                      5    +2    +2    +9*
    Concentration (X-class)    0    +2          +2
    Diplomacy                  0    +0    +2    +2   (Bluff synergy)
    Disable device             4    +2          +6
    Disguise                   0    +0          +0   (+2 stay in character from bluff synergy)
    Escape Artist              7    +3         +10*
    Forgery                    0    +2          +2
    Gather Information         0    +0          +0
    Heal                       0    -1          -1
    Hide                       4    +3    +6   +13*   (Size, Stealthy)
    Intimidate                 6    +0    +2    +8   (Bluff synergy)
    Jump                       5    +2     0§   +7*  
    Knowledge:local            1    +2          +3
    Knowledge:nobility/royalty 2    +2          +4   (Cross-class ranks)
    Listen                     0    -1    +2    +1
    Move Silently              5    +3    +4   +12*  (Stealthy, Halfling)
    Open Lock                  4    +3          +7
    Ride                       0    +3          +3
    Search                     9    +2         +11
    Sense Motive               0    -1          -1
    Sleight of hand            0    +3    +2    +5   (Bluff synergy)
    Spot                       0    -1          -1
    Survival                   0    -1          -1    (+2 when following tracks)
    Swim                       0    +2          +2**
    Tumble                     9    +3    +4   +16*   (Jump synergy, Acrobatic)
    Use Magic Device           4    +0          +4
    Use Rope                   0    +3          +3   (+2 with respect to bindings)
    
    § = +2 halfling, +2 tumble synergy, +2 Acrobatic -6 for speed 20' 
    * = ACP applies, ** = Double ACP applies
    
    ACP with Chain shirt: -0 (Mithral Chain shirt)


    Equipment
    Code:
    Equipment:                     Weight
    Explorers Outfit               2.0lb*   Worn   (weight does not apply when worn)
      Alchemists fire (3)          3.0lb    Pocket
      Potion of Cure L Wounds (0)  0.0lb    Pocket
      Potion of Cure M Wounds (4)  0.0lb    Pocket
      Vial of Antitoxin (2)        0.0lb    Pocket
      Bullets (10)                 2.5lb    Pocket
      Bullets (10), Silver         2.5lb    Pocket
      Tindertwigs (10)             0.0lb    Pocket, in stoppered vial (to stay dry)
    
    Sling, Small                   0.0lb    Pocket
    Dagger, Small                  0.5lb    Boot, hidden
    Sap, Small                     1.0lb    Belt
    Short sword, Small, silvered   1.0lb    Belt    "Ratstinger"
    +1 Long sword, Small           2.0lb    Belt    "Steelspike"
    Morning Star, Small, MW        3.0lb    Belt
    
    +1 Mithral Heavy Shield        2.5lb    Back
    +2 Mithral Chain Shirt         5.0lb    Worn
    
    Cloak of resistance +2       1lb     Worn
    Amulet of health +2          0lb     Worn
    
    Handy Haversack                5.0lb    Backpack (35.75/120 lbs)
      Trail Rations (8)            2.0lb   Backpack
      Bedroll                      1.25lb   Backpack
      Silk rope (20ft)             2.0lb    Backpack
      Everburning torch            1.0lb    Backpack
      Oil flask                    1.0lb    Backpack
      Money pouch                  0.0lb    Backpack
      Acid flask (4)                     4.0lb    Backpack
      Holy water (4)                     4.0lb    Backpack
      Tanglefoot bag (2)                     8.0lb    Backpack
      Smokesticks (4)                    2.0lb    Backpack
      Sunrods (10)                     10.0lb    Backpack
    
      Letter of Commendation from Lord Pician of Earling
      Letter of Commendation from Prince Medius of Monemvassia (signed by Edgar Vossinger in the Princes name)
      Letter of Commendation from Captain Haj of the Braeholl Militia, Vastermarch "Ogrin Brutalfist, halfling adventurer, is hereby recognized as having rid the Vastermarch of many orc invaders, captured their leader, and saved the lives of many of our citizens and soldiers."
    
    Ogrin also owns a ship, "The Water Dragon", which has its own heading further down.
    
    Total Weight:29.5lb   Money: 27pp 5gp 8sp 7cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               43.5   87   131   262   656


    The Water Dragon
    The Water Dragon is a fine quality keelboat, 40ft long and 10ft wide. It has six oars and a single broad, rectangular sail. Its flat bottom allow it to be sailed upriver, and it is stable enough for sea journeys. Inscribed on the bow is its name, "The Water Dragon", and a wooden figurehead carved like a black dragon adorns is mounted below prow. Near the aft is the rudder and a small stove for cooking food.

    A large hatch in front of the mast leads to the cargo hold which takes about 15 tons, and a smaller hatch near the aft leads to the crew quarters. There is small captain's cabin built into the aft of the crew quarters, which holds a small-sized bed above a desk, and an iron bound chest with a large padlock. The captain has the key to the cabin and the padlock at all times. The crew quarters contain hammocks for six people and two black chests holding the sailors belongings. More people can sleep on the deck or in the cargo hold if they aren't entirely used for goods.

    The Water Dragon was previously owned by the Viscount Claudius Causticus. Ogrin was part of the party which ended the life of this traitor on the deck of this boat. At the end of that endeavour, Ogrin claimed the ship as his part of the treasure.

    The ship is sized so it can be sailed by small-sized people - most of the previous sailors were goblins. Since it is smaller but better built than the average keelboat, it makes about 2 miles per hour, or 16 miles per 8 hour period, or 48 miles per day.

    Since Ogrin is still learning to be a sailor, he has hired a seasoned keelboat sailor (Wick, halfling Exp3) to captain the ship. He also has three seasoned sailors which typically stay with the ship on all journeys (Exp1, strength 14+). As needed, extra hands is taken on (typically Com1, strength 14+)

    PUBLIC: As long as the ship isn't sunk or otherwise broken, any DM can use the boat in his adventure, for example to ferry adventurers to and fro any locations on and off the coast (or even cities on navigable rivers). Just make sure that it isn't used in some other endeavour at the time. Standard fares apply (these are assumed to go into normal upkeep of the ship, all finances are handled by captain Wick)

    Other goods aboard the water dragon
    About a weeks food and water for seven persons (in addition to any planned trip)
    Six small-sized scimitars
    Two small-sized short swords
    One small-sized long sword
    Four small-sized short bows and probably around a hundred arrows


    Age: 28
    Height: 3'1"
    Weight: 33lb
    Eyes: Blue
    Hair: Blonde, in ponytail
    Skin: Tanned

    Appearance: Ogrin is a strongly built halfling, and it shows on his frame. Due to his line of work, he prefers dark colours, often a dark red tunic and black-brown trousers. He faces the world with a constant half-smile on his face. Few people know it, but he has a skull tattooed on the inside of his upper left arm, its purpose is unknown. Another tattoo, this if a white knight chess piece, adorns his right palm. This tattoo is a blessing from a heretical cult of Jareth, and grants him certain abilities.

    Background: (Public, except where noted) Known as something of a thug in his community, Ogrin crossed the wrong man when he tried to rob a powerful enchanter. The wizard cast some kind of charm spell, rendering Ogrin his slave for many months. During a visit to a mages guild, Ogrin accidentally entered an Antimagic zone and was released from the spell. Ogrin played along, and soon after found his opportunity: he killed the wizard (private: in his sleep) and fled with his most valuable possessions, most of which he sold or used up in the months after. He fears some of the wizards friends from the guild will come after him some day. The biggest threat is the wizards former apprentice (Sinoithan, half-elf wizX [Enchanter]) who has threatened Ogrin once before.

    Ogrin is slightly near-sighted, which may explain his lousy spot checks.

    Recent exploits
    When his funds were growing low, he was recruited by Mona Ellenrowe of the Wooden Sword, to go on an expedition to The Island of Varras'zul. They were to search some ruins, to find a cure that would help Mona save her fellow knights and the town of Raven's Bridge from a disease. When they returned, it turned out that the real Mona was dead since a year back, and the ship she was travelling on was found drifting just a day or so after the adventurers was left off. Ogrin had tried to charm "Mona" but was turned down, and the whole event turned him to the bottle for some time.

    He finally sobered up after a lad named Hallidor requested some help to find out what happened to his deceased sister. It turned out she was murdered with a mixture of poison and a love potion. Deceit and wickedness was thwarted, as the responsible (A man named Tryggvi, supposedly of an old mob organisation known as the Conclave) was brought before the law. He escaped before his execution, and remains at large. Ogrin had preferred to string him up in a tree when he was captured, and let him hang there until the crows pecked his eyes out.

    Ogrin and his now ever-present friend Razh then took it upon them to aid Rinaldo an his friends to rid the world of an assassin, the Viscount Causticus. Fighting gnolls, they finally braved the might of Kazikazi, the goblin god - who turned out to be nothing but a cowardly illusionist named Willem Frump. Frump pretended to work with the party, but secretly betrayed them through a sending spell. Caught by the assassin and his mother, a black dragon, the party was thrown into a catacomb Under the Volcano which was filled with deadly monsters. That's where they met Hogarth, a priest of Gundar. They escaped by swimming, and found the blood of Gundar had begun to spill from the volcano. They managed to catch up with the Viscount just as his ship were to set sail, and managed to finish him off. Ogrin took the ship as part of his spoils.

    After returning to Orussus, Ogrin spent some time in the Red Dragon after hearing of a caravan that took him (and Razh) to Earling. That's where they met Wil, Lasair, Troi and Jaan who were involved in finding out whoever had kidnapped the Niobe, the spouse of the prince. Ogrin and Razh had run into the person, and joined them on their search. Some clues led them to an inn where gladiators tended to gather, where Troi and Jaan saw the kidnapper make a hasty getaway, following them. The others investigated the inn, were ambushed, and fought an intense battle. One of their foes yielded and was persuaded to give an account on what had happened. Niobe was found there, to everyones relief.

    After a well-deserved rest, Ogrin and Razh learnt of trouble, even War, in Vastermarch. Talbin and Nodis tagged along on the Water Dragon as it made its way north. Heading inland by horse, their inn was assulted one night and they retreated to a fort, which was also overrun. After clearing it out, the party decided to escort the remaining villagers to a nearby town. On the way they met up with Juliana, Brother Eusebius, Beamer and Banion. Just after this, they were assaulted by the orc main force, led by Tharok, a half-orc wizard. They defeated the orc army and took Tharok captive. He was later executed.

    As ever hungry for adventure, Ogrin and Razh agreed to accompany Brother Eusebius on his quest to destroy the Scythe. After defeating a chessboard and being separated from the rest fo the party for some time, Ogrin found himself a bit late to the party as Lothar, Sangster and the fallen Paladin-turned-wererat Torvin were all but beaten when he rejoined his companions. The scythe was chucked into the lava and Ogrin gained a new tattoo and some new powers. However, since his new tattoo is heretical to the mainstream church of Jareth (which he learnt the hard way after meeting a wandering Jareth cleric, henceforth called "Martel One-eye"), he's taken to wearing leather gloves.

    Experience

    150 XP from Snake, The Island of Varras'zul (no DR)
    100 XP from Spider Swarm, The Island of Varras'zul (Immune to weapon damage)
    50 XP from Quicksand, The Island of Varras'zul (N/A)
    200 XP from Water elementals, The Island of Varras'zul (no DR)
    150 XP from Golgol, the earth Mephit, The Island of Varras'zul (DR 5/magic, fast healing 2)
    150 XP from Xorn, The Island of Varras'zul (DR 5/bludgeoning, Immune Fire/Cold)

    200 XP from Fiendish Centipedes, The Island of Varras'zul (Resistance to Cold/Fire 5)
    100 XP from Caged Remnant, The Island of Varras'zul (DR unknown, likely something vs piercing?)
    150 XP for bypassing the trap, The Island of Varras'zul (N/A)
    150 XP for escaping the Fiendish Centipede Swarm, The Island of Varras'zul (Immunity to weapon damage, Fire/Cold resist 10?)
    200 XP for defeating the Spider-thingy, The Island of Varras'zul (No idea)
    1100 XP for time spent adventuring, The Island of Varras'zul
    60 XP, Ad hoc award, The Island of Varras'zul
    71 XP for killing five dire rats, LPNN
    249 XP for dispersing a bat swarm, killing a wererat and causing two other wererats to flee, LPNN (Rats: DR 5/silver, bats DR half/blunt)
    325 XP for time spent adventuring, LPNN
    450 XP for Tryggvi & Kopasker, LPNN
    100 XP for avoiding Assassin vines, capturing and interrogating Krafia and examining crime scene, LPNN
    375 XP for Time spent on adventure, LPNN
    471 XP for 10 gnolls after salt chute, M4: Under the Volcano
    150 XP for piercers, M4: Under the Volcano
    694 XP for 5 gnolls and 4 hyenadons, M4: Under the Volcano
    75 XP for White Goo (before resting) M4: Under the Volcano
    150 XP for Time spent on adventure, M4: Under the Volcano
    1248 XP for Kazikazi's lair, M4: Under the Volcano
    600 XP for Time spent on adventure, M4: Under the Volcano
    2235 XP for all adventures on the island, M4: Under the Volcano Attachment
    2200 XP for rescuing Niobe, Niobe's Dilemma
    300 XP for time spent + other, Niobes Dilemma
    2050 XP for orcs & minotaur, War in Vastermarch
    2300 XP for Tharok & friends, War in Vastermarch
    175 XP for endgame roleplaying, War in Vastermarch
    1000 XP for time spent, wights and shadows, Scythe of Seto
    1080 XP for Spiders, Scythe of Seto
    300 xp for Time spent, Scythe of Seto
    1620 XP for Night hag & Shadow Mastiff, Scythe of Seto
    2550 XP for Time spent, Scythe of Seto
    3850 XP for misc stuff, Scythe of Seto


    Wealth

    125 GP - starting gold minus equipment plus some minor rewards from The Island of Varras'zul
    +1943 GP - selling stuff after returning from The Island of Varras'zul
    +48.5 GP - Sold Studded Leather Armor (12.5gp), Dagger (1gp), Rapier (10gp), Potion of Protection vs Law (25gp)
    -2051 GP - Bought Chainshirt (100gp), Heavy Mithral Shield (1100gp), Short Sword (10gp), Long Sword (15gp), Warhammer (12gp), Everburning torch (110gp), 6 pearls (600gp), 2 potions of cure light wounds (100gp), Sap (1gp), 6 Trail rations (3gp)
    -30gp - Applied alchemical silver to short sword (20GP), bought 5 alchemical silver bullets (10GP)
    150gp - reward
    22.5gp - selling stuff after LPNN
    600gp - sold 6 pearls
    -700gp - bought Potion of Cure Light Wounds (2), Potion of Cure Moderate Wounds (1) and Potion of Lesser Restoration (1)
    Special - Repaid 225gp loaned from Tenebrynn with Potion of Lesser Restoration
    198gp, Mithral chain shirt & a Keelboat - Reward & Loot from M4: Under the Volcano
    10466gp - Treasure and reward from Niobes Dilemma
    1000gp - Additional reward from Niobes Dilemma
    Bought:
    -4000gp - Added +2 enchantment to armour
    -1000gp - Added +1 enchantment to shield
    -2315gp - Bought +1 small long sword
    -2000gp - Handy Haversack
    -1200gp - 4 potions of cure moderate wounds
    -200gp - 4 oils of magic weapon
    -308gp - Masterwork morning star
    -420gp - misc special substances (acid flask, alchemists fire etc)
    -130gp - War pony & saddle
    425gp - sold 4 oils of magic weapon, 2 potion of cure moderate wounds and 1 tanglefoot bag.
    Took [URL=http://www.enworld.org/showpost.php?p=3898805&postcount=684]Amulet of health and Cloak of resistance as part of party loot. This cost 1124gp + his share of the gold, 2876gp.

    Subtotal after S2: War in Vastermarch: 2.87gp

    375gp - Selling items to Chet Rundrin's Magic Emporium in Havertown

    Scythe of Seto loot: 800gp

    Subtotal after S2: War in Vastermarch: 1177.87gp

    Bought 3 potions of cure moderate wounds at 300gp each.

    Total: 277.87gp
    Last edited by rln; Friday, 15th May, 2009 at 02:26 PM.
    Living ENWorld character: Ogrin Brutalfist, currently in Manzanita's S3: Scythe of Seto
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  • #126
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    Ironwolf Kinkaid, Human Psychic Warrior

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

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

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


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

  • #127
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    Tor, son of Ariathus

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

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

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


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

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

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

    Corrected after server crash based on google info to: 6,847 xp
    1,810 xp; partial award from Rats in a Maze
    4050 xp; end of Rats in a Maze
    750 xpFinal/correction Rats in a maze
    Subtotal: 13,457 xp
    Gained 2416.4 gp from initial divvy Rats in the maze
    Purchased: Chain Shirt +1 (1,250 gp) and Spiked Chain +1 (2,325 gp) Sold: Studded Leather 12.5 gp Net Cost: 3562.5
    52.5 gp left for Tor at the inn
    525 gold given to Ashnar for a Wand of Enlarge Person
    2,500 xp from Tempest Fugit Subtotal:15,957
    Last edited by Patlin; Sunday, 16th November, 2008 at 05:33 PM. Reason: XP from Tempest Fugit / Level Up to 6

  • #128
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    Herlhest Colfax

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

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

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

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

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

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

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

    Public and Private:
    Only these things are Public:

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

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

  • #129
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    Novice (Lvl 1)

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    Mar 2002
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    Rovaniemi, Finland
    Posts
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    ø Ignore Xael

    Retired

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

    Background: Not yet...

    Note: Xariom Nordan is retired.
    Last edited by Xael; Friday, 5th August, 2005 at 07:57 AM.
    --Xael "Blackrobe" Xorlarrin
    LEW characters: Almayce, Nezrak Duskstar, Ducane Grimm.

  • #130
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    Acolyte (Lvl 2)

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    ø Ignore IcyCool
    My communities:

    Gorefoot - Halfling Barbarian 2/Ranger 3/Horizon Walker 1 (Needing Re-Approval)

    Code:
    Name: Gorefoot
    Class: Barbarian 2/Ranger 3/Horizon Walker 1
    Race: Gnome Halfling
    Size: Small
    Gender: Male
    Alignment: Chaotic Good
    Deity: Mongrel
    
    Str: 16 +3 (16p.)     Level: 6        XP: 16390
    Dex: 14 +2 ( 4p.)     BAB: +6         HP:  63 (2d12 + 4d8 + 18)
    Con: 16 +3 ( 8p.)     Grapple: +5(+7) Dmg Red:  0/-   
    Int:  8 -1 ( 0p.)     Speed: 30'      Spell Res: - 
    Wis: 10 +0 ( 2p.)     Init: +2        Spell Save: - 
    Cha:  8 -1 ( 0p.)     ACP: -1         Spell Fail: -  
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +2    +1    +0    +0    17    
    Touch: 13              Flatfooted: 15    
    
                             Base   Mod  Misc  Total
    Fort:                      8    +3    +1    +12
    Ref:                       3    +2    +1    +6
    Will:                      1    +0    +1    +2
    
    Weapon                  Attack   Damage     Critical
    Greatsword +1             +11    1d10+5     19-20x2
    Greatsword(Raging)        +13    1d10+8     19-20x2
    Kukri                     +10     1d3+3     18-20x2
    Kukri(Raging)             +12     1d3+5     18-20x2
    Kukri(TWF - Primary)      +8      1d3+3     18-20x2
    Kukri(TWF - Off hand)     +8      1d3+1     18-20x2
    Kukri(TWF - Pri, Rage)    +10     1d3+5     18-20x2
    Kukri(TWF - Off, Rage)    +10     1d3+2     18-20x2
    Javelin                   +9      1d4+3        20x2
    Javelin(Raging)           +9      1d4+5        20x2
    Unarmed(Provokes AOO)     +10     1d2+3s       20x2
    Unarmed(Raging - AOO)     +12     1d2+5s       20x2
    Sling                     +9      1d3+3        20x2
    
    Languages: Common, Gnome 
    
    Abilities: Low-light vision, 
    Spell-like ability: 1/day - Speak With Animals (burrowing mammal only, duration 1 minute),
    Weapon Familiarity: Gnome Hooked Hammer,
    +2 racial bonus on saving throws vs. illusions,
    +1 racial bonus to attack rolls against kobolds and goblinoids,
    +4 dodge bonus to AC against monsters of the Giant type,
    +2 racial bonus on listen checks,
    +2 racial bonus on craft(alchemy) checks,
    +2 racial bonus on Climb, Jump, and Move Silently checks,
    +1 racial bonus on all saving throws,
    +2 morale bonus on saving throws against fear,
    +1 racial bonus on attack rolls with thrown weapons and slings,
    +2 racial bonus on Listen checks,
    Fast movement (+10 ft.), 
    Illiteracy, 
    Rage 3/day (8 rounds),
    +1 size bonus to attack rolls, 
    +1 size bonus to AC, 
    +4 size bonus to Hide checks,
    Base speed of 20',
    Uncanny Dodge,
    Favored Enemy[Magical Beast] +2,
    Wild Empathy +2,
    Combat Style[Two-weapon],
    Bonus Feat (Endurance),
    Terrain Mastery (Underground) (Grants darkvision 60ft. and +1 to attack and damage rolls agains underground creatures)
    
    Feats: Power Attack (1st),
    Cleave (3rd),
    Track (Ranger bonus),
    Two-weapon fighting (Ranger combat style bonus),
    Endurance (Ranger bonus feat),
    Extra Rage (6th)
    
    Skill Points: 33       Max Ranks: 9/4  
    Skills                   Ranks  Mod  Misc  Total
    Balance(Dex)               3    +2    +0    +5(+4 with ACP)
    Climb(Str)                 7    +3    +2    +12(+11 with ACP)
    Handle Animal(Cha)         0    -1    +0    -1
    Hide(Dex)cc                0    +2    +4    +6(+5 with ACP)
    Intimidate(Cha)            2    -1    +0    +1
    Jump(Str)                  7    +3    +2    +12(+11 with ACP)
    Knowledge[Geography](Int)  8    -1    +0    +7
    Listen(Wis)                2    +0    +2    +4
    Move Silently(Dex)cc       0    +2    +2    +4(+3 with ACP)
    Ride(Dex)                  0    +2    +0    +2
    Survival(Wis)              2    +0    +(2)  +2(4 to avoid hazards and keep from getting lost)
    Swim(Str)                  0    +3    +0    +3(+1 with ACP)
    Tumble(Dex)cc              1    +2    +2    +5(+4 with ACP)
    
    Equipment:               Cost  Weight
    Sm. Greatsword +1      2350gp    4lb
    Sm. Kukri                 8gp    1lb
    Sm. Kukri                 8gp    1lb 
    Sm. Cold Iron Kukri      16gp    1lb
    Sm. Javelins(5)           5gp    5lb
    Sm. Sling                 0gp    0lb
     10 cold iron bullets     2sp  2.5lb
    Sm. Mwk Chain Shirt     250gp 12.5lb
    Backpack                  2gp   .5lb 
     50 ft. Silk rope        10gp    5lb 
     Sm. Greatsword          50gp    4lb
     Winter blanket           5sp  .75lb 
     Sack                     1sp .125lb 
      40 Gold coins           ---    0lb 
     5 Candles                5cp    0lb 
     4 Days rations           2gp    1lb 
     Bedroll                  1sp 1.25lb 
    Belt Pouch                1gp .125lb
     Coins                    ---    0lb
     Flint and Steel          1gp    0lb 
     Whetstone                2cp    1lb
    Waterskin                 1gp    1lb 
    Traveler's Outfit (free)  0gp    0lb
    Brooch of Shielding       0gp    0lb
    Fey-woven Leaf Clothes    ?gp  0.5lb
    Wand of CLW(50)         750gp    0lb
    
    Total Weight:42.25lbs  Money:4161gp  15sp  6cp
    (4,000gp is currently stored with Joe at the RDI)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                57   115   173   346   865
    
    Age: 44
    Height: 3' 8"
    Weight:  41lb (83.25lb with full gear)
    Eyes: Crazed (Brown) Mildly Crazed (Brown)
    Hair: Wild (Brown)
    Skin: Dirty (Tanned)
    Appearance: Gorefoot stands just over three and a half feet tall. He couldn't grow a beard if his life depended on it, which is good, because personal grooming is not amoung his short list of habits. Surprisingly thick and muscular for a gnome, his small stature holds an unnatural strength. His body is a roadmap of scars. He has a single tattoo, his entire left foot from the ankle down is a deep red, and he likes to show it off by wearing sandals. A large, deep scar extends from his left temple, over his eye, and over part of his nose. His left eye has a yellowish film over it, and his right eye burns with a mad intensity. The crazed gleam in his eye is often the last thing his foes see.

    Background: Gorefoot was born Fondar Bunkfoodle, in the Gnome community of GemHold. From an early age, he showed an aptitude for all things physical, but couldn't seem to grasp even the most simple cantrips that many gnomes are capable of. He would become quickly frustrated with his inability, and more than one innocent object bore the brunt of his anger. He spent a great deal of his time chopping firewood, hauling heavy loads around, and generally doing all the menial tasks that most of the community avoided. He was good at doing these things, and he found a simple joy in it. As he grew, so did his physical prowess, and the hold was quick to play to his strengths by encouraging him to begin training to join the hold guard when he came of age. He was excited at the prospect of being a more useful member of the community, and set about his training with a youthful zeal. And while it is true that he had difficulty grasping the finer points of combat, he more than made up for it with natural talent and brute force.

    GemHold was known for the fine quality of the sapphires it produced, and it's modest mine allowed for a decent supply. GemHold sits on, and in, a small mesa with steep cliff sides topped by a plateau about 5 acres in size. The hold itself is a network of caves and tunnels inside the mesa, and small farms on the plateau above provide enough food for the community. The GemHold mine occupies a fairly sizeable chunk of the northwest area of the mesa. The hold had occaisional trouble with bandits, and the "Kazikazi's Fangs", a neighboring tribe of war-like goblins, was a constant, if minor, threat. The fact that GemHold was a natural fortress meant that it was safe from all but the most determined attack. The wealth of GemHold was greatly coveted by the goblin tribe's warlord, and the goblins would probe GemHold's defenses every few months, looking for a weakness and always finding none. Every third year, in the spring, a nomadic barbarian group would set up camp in the area. They would hunt and engage in limited trade with GemHold until the first frost brought the distinctive chill of winter, and then move camp to the south. The goblin tribe would cease their attacks on GemHold in favor of raiding the nomad camp during this time.

    All that changed however, the year the goblin warlord aquired the services of a dark-robed stranger. In the spring of that year, the nomadic group set up camp not far from GemHold, and the goblins shifted their focus as usual, thought their attacks were more sporadic. Summer passed slowly. Gorefoot was doing well with his training, and while he was a capable warrior, he did not grasp the concepts of skill and finesse. His lack of understanding earned him more than one scar from a quick instructor. He was excited, however, for this winter was the winter he would be allowed to join one of the outer ring guard patrols. They were the first line of defense, and the most likely to actually engage the goblins.

    One night, as winter began to make it's presence known, Gorefoot awoke to the sound of the hold alarm announcing the presence of enemies within the hold. He lept to his feet and, gathering his gear and several of the other guardsmen, burst out of the guard quarters just as chaos erupted in GemHold. Goblins were everywhere. With a keening warcry the ferocious goblins fell upon those citizens that they hadn't killed in their sleep or drug away for darker purposes. Gorefoot and the guards immediately waded into the melee. Even though they were outnumbered, the gnomes inflicted terrible casualties in the defense of their home, and after what seemed like an eternity the goblins sounded a retreat and poured out towards one of the ground level entrances. After the battle the few survivors gathered together to assess the damage. Nearly two-thirds of the populace was dead or missing, with Gorefoot's parents amoung the missing. It was quickly decided that a rescue party must be put together to see if they could help those taken captive. In the end, it was decided that a small group of warriors would go, as the rest would be needed to defend GemHold in case of another attack. Gorefoot was allowed to join the group, and a runner was sent to ask the nomads for assistance in the rescue. The rescue party prepared to set out that morning, hoping that the nomads would help them. As they worked their way through the twisting tunnels and caverns to the exit, Gorefoot saw movement out of the corner of his eye. When he charged over to investigate, he found only stone walls and shadow. The rest of the party, after a thorough search, chalked it up to pre-fight jitters and told Gorefoot that he needed to keep focused on their mission. He agreed, and they continued on. But he could swear that, just for a moment, he had seen a dark-robed figure in the shadows.

    The goblin warrens were a series of crudely dug caves and tunnels beneath a small hilly area about two miles north of GemHold. The small rescue party easily dispatched the sentries, and quietly entered the lair. There were surprisingly few goblins in the tunnels, and the rescue party was just starting to feel confident about their task when they came upon the entrance to a large cave. From their position in the shadows, they looked out onto a room ringed with goblins, about 20 in all. Against the back wall was a raised dais with a crude throne on it. Two large wolves sat chained to either side of it, gnawing absently on some old bones. The goblin warlord sat upon the throne, clearly irritated. His angry gaze was leveled on another goblin over by the far wall. This goblin was dressed in a ridiculously garish outfit, complete with a patchwork pointy hat, who was screaming nearly incoherently at the corpse of a gnome. "RISE! I COMMAND YOU! KARASHMA LAK TUMULUK!", he screamed before finally dropping to his knees in exhaustion. The warlord watched him for a moment before speaking, "Why do I not have a tireless servant? You assured me that you could do this Groshni. I hope for your sake that you were not lying to me." As he said the last, the wolves let out a pair of low growls. Groshni cringed when the warlord spoke, and he replied, "I would never lie to you your magnificence, it will just take me more time. I'll need another prisoner. I WILL make this work." The warlord narrowed his eyes, "See to it that you do, or I will have to settle for you working the mines after HE takes them for us today." He made a motion of his hand and two goblins left the cave behind a curtained doorway on the far wall. They were gone only a short time before they came back with a manacled gnome, Gorefoot's mother.

    Gorefoot's vision turned to a solid field of red. He could hear screaming, and a goblin face appeared amidst the red, only to fall by the wayside. Then an image of one of the rescue party being torn apart by the two wolves. His vision started coming in flashes riding a red wave. First he was pulling his sword out of Groshni, and then he watched as the warlord drew a dagger across his mother's throat. The wave washed over his vision again, and then was replaced by the image of his mother falling lifelessly to the ground. With his next flash of vision came pain. He was laying on his back with his hand over his left eye, looking up at the warlords bloody sword. The warlord turned quickly to look at something outside Gorefoot's vision, and then retreated through a hidden door behind his throne. And then Gorefoot slipped into unconciousness.

    Gorefoot awoke a week later to a large human woman tending to gash on his face. She told him that the first frost had come, and that he had been traveling with the nomads. He was later told that the nomads had arrived, but too late. Gorefoot was one of two gnomish survivors from the goblin lair, but the other had died from his injuries. The goblin warlord had escaped during the melee. When the nomads went to take him back to GemHold, they were surprised to find it overrun and well defended by goblins. Gorefoot was given the option of traveling with the tribe and he took it. The nomads gave him the nickname "Gorefoot" because of how he was found in the goblin cave. Somehow during the fight his left boot went missing, and his foot was caked with goblin blood. He took the name as his own, and, as part of a later adoption ceremony, had his entire left foot from the ankle down tattooed red.

    Gorefoot lived with the nomads for a while, learning to better control the rage he had experienced. However, his lust for vengence eventually drove him to seek out the goblin warlord and find a way to retake GemHold. He adventures now to gain the skill and strength he will need, and hopefully find a few allies.

    Public and Private: Only the following things are public.

    The "Kazikazi's Fangs" Goblin Tribe

    This tribe of goblins worships the deity, "Kazikazi" (deity pending approval). They are quite aggressive and warlike. Until recently, their population was kept in check by their constant attacks on GemHold.

    GemHold

    The now goblin-occupied GemHold is available for use in character backgrounds or upcoming adventures, etc. I've intentionally left it's location vague so that it may be placed where ever it fits best in Living EnWorld. The mysterious dark-robed figure and the goblin tribe await...

    Experience Log

    Total Current Experience: 16,390 exp
    XP Logs

    Quote Originally Posted by The Burning Tower
    12/14/2004: The Burning Tower: 903 (Adventure) + 150 (Time spent adventuring) = 1053 exp (Enough to go from 1st to 2nd level)

    Coin
    0 gps as reward for The Burning Tower

    Other:
    Owed a Small +1 Greatsword by Rilithorne. Picked up from the enchanter.

    Second level added:
    +12 hitpoints (3/4 of the max 12, +3 Con bonus)
    1 rank in Climb, 2 ranks in Intimidate
    +1 base attack bonus
    +1 base Fort save
    Uncanny dodge class ability
    Quote Originally Posted by The Faerie Woods
    5/10/2005: The Faerie Woods: Partial XP Award

    Party=3 2nd levels, 2 3rd levels
    Battle at the inn=5 3rd level rogues (900 xp each)
    Lopsided battle=2 1st level rogues, 1 2nd level rogue (240 xp each)

    Total: 1,140 xp
    Quote Originally Posted by The Faerie Woods
    7/20/2005: The Faerie Woods: Partial XP Award

    Gorefoot was killed by a scythe critical from the (Elder?) Redcap. A scroll of reincarnation was found as part of the treasure, and the party asked Fasroth to use it to bring Gorefoot back to life. Gorefoot came back as a Halfling. This reset Gorefoot's xp total to 500xp.
    (This reward occurs after Gorefoot's xp total was reset to 500 xp by the reincarnation.)

    Total xp per character:
    Gorefoot, Nars, Rodimus: 1,820
    Persephone and Ishmael: 2,190

    This puts Gorefoot at 2,320 xp. He will re-take his 2nd level as a Barbarian. Adjustments have been made to the character sheet.

    566gp partial award for The Faerie Woods.
    Quote Originally Posted by The Faerie Woods
    10/12/2005: The Faerie Woods: XP reward

    Gorefoot: 300+ 360 + 600 + 720 = 1980 xp

    This puts Gorefoot at 4,300xp, enough to go from 2nd to 3rd level. He will take his first level in Ranger (and pick Magical Beast, the appropriate favored enemy category for Worgs).

    Third level added:
    +1 Base Attack Bonus
    +2 base Fort save
    +2 base Ref save
    +8 hitpoints (3/4 of the max 8, +2 Con bonus)
    +5 Skillpoints
    +1 rank in Climb
    +1 rank in Jump
    +3 ranks in Knowledge[Geography]
    Cleave (3rd level feat)
    1st favored Enemy class feature
    Track (ranger bonus feat)
    Wild Empathy class feature

    11/1/2005: The Faerie Woods: Final XP reward

    Gorefoot: 100 + 75 = 175xp
    Quote Originally Posted by E1: Tomb of Chaos
    3/8/2006: E1: Tomb of Chaos:
    XP Reward (Pages 11-17)

    Gorefoot: 2060

    This puts Gorefoot at 6535, enough to go from 3rd to 4th level. He will take his second level in Ranger

    Fourth level added:
    +1 Base Attack Bonus
    +1 base Fort save
    +1 base Ref save
    +8 hitpoints (3/4 of the max 8, +2 Con bonus)
    +4 hitpoints (Con bonus changed from +2 to +3)
    +5 Skillpoints
    +1 rank in Climb
    +4 ranks in Knowledge[Geography]
    Combat Style[Two-weapon] class feature
    4th level stat point into Con (bringing it to 16)
    Quote Originally Posted by E1: Tomb of Chaos
    8/10/2006: E1: Tomb of Chaos:
    XP Reward

    Gorefoot: 3643

    This puts Gorefoot at 10178, enough to go from 4th to 5th level. He will take his third level in Ranger.

    Fifth level added:
    +1 Base Attack Bonus
    +1 base Will save
    +9 hitpoints (3/4 of the max 8, +3 Con bonus)
    +5 Skillpoints
    +2 ranks in Climb
    +1 rank in Knowledge[Geography]
    +2 ranks in Jump
    Endurance Bonus feat (class feature)

    Quote Originally Posted by E1: Tomb of Chaos
    12/22/2006: E1: Tomb of Chaos:
    XP Reward

    Gorefoot: 3185

    This puts Gorefoot at 13363.

    Treasure post

    1 alchemist fire + Brooch of Shielding + 4764.93 gps

    Quote Originally Posted by E2: The Secret of Gemhold
    6-14-2007: E2: The Secret of Gemhold:
    XP Reward

    Gorefoot: 3027

    This puts Gorefoot at 16390, enough to go from 5th level to 6th level. He will take his first level in Horizon Walker.

    6th level added:
    +1 Base Attack Bonus
    +2 Base Fort Save
    +9 hitpoints (3/4 of the max 8, +3 Con bonus)
    +3 Skillpoints
    +3 ranks in Balance
    Extra Rage Feat
    Terrain Mastery (Underground) Class Feature (Grants Darkvision 60ft. and +1 attack and damage bonus against underground creatures)
    Last edited by IcyCool; Friday, 6th July, 2007 at 06:08 PM.

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