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Wednesday, 3rd November, 2004, 02:42 AM #141
Novice (Lvl 1)
Planus Aniad Elf Cleric Level 7Code:
Name: Planus Aniad Class: Cleric Race: Elf Size: Medium Gender: Male Alignment: Chaotic Good Deity: Mongrel Domains: Trickery, Travel Str: 12 +1 (04p.) Level: 8 XP: 31584 Dex: 16 (18) +4 (06p.) BAB: +6/+1 HP: 50 (8d8) Con: 10 +0 (04p.) Grapple: +7 Dmg Red: -/- Int: 14 +2 (06p.) Speed: 30' Spell Res: - Wis: 18 (20) +5 (08p.)* Init: +4 Spell Save: 15 + spell level Cha: 10 +0 (02p.) ACP: -0 Spell Fail: - 4th and 8th level stat bonus to Wisdom * Includes +1 inherent bonus from the Heroes Must Rise adventure Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +1 +4 +0 +0 +0 20 Touch: 14 Flatfooted: 16 Base Mod Misc Res Total Fort: +6 +0 +2 +8 Ref: +2 +4 +2 +8 Will: +6 +5 +2 +13 Weapon Attack Damage Critical Range Mighty(+1) Comp Longbow +1 +12(+13)/+7(+8) 1d8+2 (1d8+3) x3 110 ft Rapid Shot +10(+11)/+10(+11)/+5(+6) 1d8+2 (1d8+3) x3 110 ft Rapier +7/+2 1d6+1 18-20/x2 Dagger +7/+2 1d4+1 19-20/x2 Thrown Dagger +10(+11) 1d4+1 (1d4+2) 19-20/x2 10 ft (Parenthetical values used for target within 30 ft) (Greater magic weapon not included, but usually active) Languages: Common, Elf, Gnome, Sylvan Abilities: RACIAL (ELF) - Immune to Sleep - +2 vs. Enchantment - Low-Light Vision - +2 to Listen, Search, Spot - An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. - Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. DOMAIN (Travel) - (Su) For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). - Survival is a class skill. DOMAIN (Trickery) - Bluff, Disguise and Hide are class skills. CLERIC - Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Current stats: 3/day, +0, +8 damage Feats: Point Blank Shot (1st), Rapid Shot(3rd), Weapon Focus (longbow)(6th) Skill Points: 44 Max Ranks: 11/5.5 Skills Ranks Mod Misc Total Bluff 11 +0 +11 Concentration 10 +0 +10 Disguise 5 +0 (+2) +5 (+7 if acting in character) Hide 11 +4 +15 Survival 7 +5 +12 Listen 0 +5 +2 +7 Search 0 +2 +2 +4 Spot 0 +5 +2 +7 Equipment: Weight Mithril Chain Shirt +1 10.0 lb Darkwood Buckler 2.5 lb Mighty(+1) Comp Longbow +1 1.5 lb (darkwood) Cloak of Resistance +2 1.0 lb Rapier 2.0 lb Dagger 1.0 lb Explorer's outfit - lb Wooden Holy Symbol - lb Periapt of Wisdom +2 - lb Gloves of Dex +2 - lb 20 arrows 3.0 lb 20 cold iron arrows 3.0 lb Handy Haversack 5.0 lb (57.6 lbs of items inside do not contribute encumbrance) --Rations x22 days 22.0 lb --Waterskin 4.0 lb --Flint and Steel - lb --Whetstone 1.0 lb --Potion of cure moderate wounds --4 arrows 0.6 lb --60 arrows 9.0 lb --20 cold iron arrows 3.0 lb --20 alchemical silver arrows 3.0 lb --10 days rations 10.0 lb --Bedroll 5.0 lb --Scrolls --Endure Elements x4 Spell Component Pouch 2.0 lb Total Weight:31 lbs Money: 349 gp 6sp 6cp Lgt Med Hvy Lift Push Max Weight: 43 86 130 260 650 Age: 154 Height: 5' Weight: 85 lb Eyes: Blue Hair: Red Skin: Tanned
Spells prepared (most of the time):
0 (DC 15) 6/day: Detect Magic(x2), Light(x2), Guidance(x2)
1 (DC 16) 6/day: Bless, Divine Favor (x3), Obscuring Mist, Shield of Faith
2 (DC 17) 4/day: Resist Energy x3, Silence
3 (DC 18) 4/day: Blindness, Prayer, Dispel Magic(x2)
4 (DC 19) 3/day: Divine Power, Freedom of Movement, Greater Magic Weapon
1 (DC 16): Longstrider (in wilderness), Disguise Self (in cities)
2 (DC 17): Locate object, Invisibility (prepared)
3 (DC 18): Fly (prepared), Nondetection
4 (DC 19): Dimension Door, Confusion (prepared)
Planus has the appearance of a woodsman. His wears a dark green cloak, brown tunic, and tan leather breaches. All his clothes are travel stained. His skin is deeply tanned and wind burned.
Planus loves to travel and will rarely sit still. He can force himself remain still, but it takes a great effort of will and usually puts him in an irritable mood. He enjoys talking and is liberal with "artistic license" in his description of events. Truth is a fleeting thing. He does what he needs to get by and is not overly concerned about breaking his word or going back on a contract as long as it will not harm anyone involved. He would never leave some one stranded in the middle of nowhere, but will be late or not show up for appointments he has made if he doesn't think it will cause anyone any harm.
Planus was orphaned as an infant and found in the wilderness by a half-elf ranger. The young infant survived an estimated 9 days before the ranger found him clutching a small wooden token resembling a hound's tooth. The ranger recognized the infant was favored by Mongrel and instructed Planus in the basics of who Mongrel is. Planus has a very naive faith about Mongrel. He says his morning prayers instinctively knowing Mongrel will provide the appropriate spells for the day. His prayers are along the lines of: Mogrel make my weapons strong today (Magic Weapon). Mongrel help me and my friends today (Bless). Mongrel make me strong today (Divine Favor). Mongrel make me swift today (Longstrider). The same prayers are prayed when the spell is cast, but without the word "today". The ranger passed away from old age forcing Planus to go it on his own. He saved up some money by acting as a guide for traders across his forest eventually growing bored and decided to see what the city was like.
Last edited by SlagMortar; Thursday, 5th February, 2009 at 06:27 PM. Reason: updated for level 8Currently playing:
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Friday, 5th November, 2004, 09:30 PM #142
Acolyte (Lvl 2)
Deos Kirith - Human Wizard 1/Cleric 2 (Needing Re-approval)
Arcane Spells Known:Code:Name: Deos Kirith Class: Wizard 1/Cleric 2 Race: Human Size: Medium Gender: Male Alignment: Neutral Good Deity: Antonidas Str: 8 -1 ( 0p.) Level: 3 XP: 3655 Dex: 10 +0 ( 2p.) BAB: +1 HP: 16 (1d4+ 2d8+ 0) Con: 11 +0 ( 3p.) Grapple: +0 Dmg Red: - Int: 17 +3 (13p.) Speed: 30' Spell Res: - Wis: 16 +3 (10p.) Init: +0 Spell Save: +3/+3 Cha: 10 +0 ( 2p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +0 +0 +0 +0 10 Touch: 10 Flatfooted: 10 Base Mod Misc Total Fort: 3 +0 +3 Ref: 0 +0 +0 Will: 5 +3 +8 Weapon Attack Damage Critical Light Crossbow +1 1d8+0 19-20x2 Dagger +0 1d4-1 19-20x2 Dagger (Thrown) +1 1d4-1 19-20x2 Languages: Common, Draconic, Auran, Celestial Abilities: Bonus human skill points, Bonus human feat, Summon Familiar, Arcane spells (3/2), Aura of Good (Ex), Turn undead (Su) 3/day, Knowledge and Magic domains, Divine spells (4/3+1) Feats: Scribe Scroll (Wizard bonus feat), Still Spell (1st), Skill Focus (Knowledge (Arcana)) (Human Bonus Feat), Heighten Spell (3rd) Skill Points: 36 Max Ranks: 6/3 Skills Ranks Mod Misc Total Concentration (Con) 6 +0 +0 +6 Craft (Int) 0 +3 +0 +3 Craft (Int) 0 +3 +0 +3 Decipher Script (Int) 4 +3 +0 +7 Diplomacy (Cha) 0 +0 +0 +0 Heal (Wis) 0 +3 +0 +3 Knowledge (Arcana) (Int) 6 +3 +3 +12 Knowledge (Religion) (Int) 6 +3 +0 +9 Knowledge (History) (Int) 1 +3 +0 +4 Knowledge (Planar) (Int) 0 +3 +0 +3 Listen (Wis) (cc) 1 +3 +0 +4 Profession (Wis) 0 +3 +0 +3 Spellcraft (Int) 6 +3 +2 +11 Spot (Wis) (cc) 3 +3 +0 +6 Equipment: Cost Weight Explorer's Outfit 0gp 0lbs (One outfit for free) Backpack 2gp 2lbs Mirror, small steel 10gp 0.5lbs 10 candles 10cp 0lbs Inkpen (2) 4sp 0lbs Vial of Ink (2) 16gp 0lbs Scroll case 1gp 0.5lbs 10 sheets paper 40sp 0lbs Acid (flask) 10gp 1lb Spellbook 0gp 3lbs (Starting spellbook) Bedroll (Tied on) 1sp 5lbs Waterskin (Tied on) 1gp 4lbs Belt pouch 1gp 0.5lbs Flint and steel 1gp 0lbs Coins 5.4gp ---- Spell component pouch 5gp 2lbs Holy symbol, silver 25gp 1lb Light crossbow 35gp 4lbs Bolts (10) 1gp 1lb Dagger 2gp 1lb Healing Horn 45gp --lb Triton Shell 45gp --lb Total Weight:25.5lbs Money:657gp 8sp 0cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 80 400 Age: 20 Height: 5'11" Weight: 135lbs (160.5lbs in full gear) Eyes: Green Hair: Blond, shoulder length Skin: Tan
(0-level) - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
(1-level) - Charm Person, Comprehend Languages, Grease, Identify, Mage Armor, Magic Missile
Arcane Spells (Typically) Prepared:
(0-level) - Detect Magic, Acid Splash, Acid Splash
(1-level) - Mage Armor, Magic Missile (Int bonus spell)
Divine Spells (Typically) Prepared:
(0-level) - Creat Water, Light x2, Mending
(1-level) - Bless x2, Sanctuary (Wis bonus spell), Detect Secret Doors(Domain Spell)
Appearance: Deos is of average height. His shoulder length, curly blond hair frames his tanned and moderately handsome face. His piercing green eyes take in every detail, and he carries himself with confidence. When he isn't wearing a golden scarf with a stylized symbol of bearded goat over the lower half of his face, a self assured grin or smirk can be seen plastered there. He wears a well-used explorer's outfit, including a faded, deep purple, hooded cloak. A holy symbol of Antonidas hangs freely around his neck.
Background: Deos is a member of the Quiet Faith of Antonidas. When Deos was very young his father, also a member of the Quiet Faith, disappeared while adventuring. The only thing his father left behind was a gold colored scarf with a black, stylized symbol of Antonidas on it. Deos was treated like family by several members of the church, and his father was well liked. When he went missing, the church took Deos under it's wing.
Shortly after his father's disappearance, Deos started having dreams in which his father would appear to him and call out for help. The location of the dream would change from time to time, but his father's appeal for help was always the same. When he asked the priests around the church, they admitted that while they did not know where his father went or what happened to him, they were certain Deos' dreams were nothing but nightmares. Not willing to accept that answer, Deos has worked to aquire the knowledge he would need to find and help his father. His education has consisted of a mix of religion and the wizardly arts. He excelled in his arcane studies and has almost completed his initiation as a priest of Antonidas, his last step being to go forth and gain some small understanding of the world.
Total Current Experience: 2,780 exp
Originally Posted by The Lost GemOriginally Posted by Ransom for RetirementOriginally Posted by diSenzio's Tournament
Last edited by IcyCool; Monday, 11th December, 2006 at 06:02 PM.
Character(s) played in Living ENWorld:
gnomishhalfling barbarian/ranger. Currently purging the gnolls and other nasties from The Tomb of Chaos.
Deos Kirith, human wizard/cleric. Currently looking for some nefarious individuals who are holding a little girl for a Ransom for Retirement.
Gideon Redcloak, human sorcerer/fighter. Currently with his companions investigating some goings on in Ravensdale like Rats in a Maze.
Wednesday, 10th November, 2004, 12:34 AM #143
Novice (Lvl 1)
Celeste Raynal (RETIRED)
Appearance: Celeste has long blonde hair and sparkling silver eyes. Her tanned skin contrasts sharply with the silver-and-blue outfits she prefers. You don't see any weapons besides a plain crossbow strapped on her back, but she acts like she has something else to use.Code:Name: Celeste Raynal Class: Soulknife Race: Human Size: Medium Gender: Female Alignment: NG Deity: Mortalist Str: 16 +3 (10p.) Level: 1 XP: 0 Dex: 14 +2 (6p.) BAB: +0 HP: 11 (1d10+1) Con: 12 +1 (4p.) Grapple: +3 Dmg Red: 0/- Int: 10 +0 (2p.) Speed: 30' Spell Res: 0 Wis: 12 +1 (4p.) Init: +2 Spell Save: +0 Cha: 12 +1 (4p.) ACP: -2 Spell Fail: 25% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +1 +2 +0 +0 +1 17 Touch: 12 Flatfooted: 15 Base Mod Misc Total Fort: 0 +1 +0 +1 Ref: 2 +2 +0 +4 Will: 2 +1 +0 +3 Weapon Attack Damage Critical Mindblade +4 1d6+3 19-20x2 Light Crossbow +2 1d8 19-20x2 Languages: Common, Celestial Abilities: Mind Blade Feats: Weapon Focus(Mind Blade)(B), Wild Talent(B), Dodge, Psionic Dodge Skill Points: 20 Max Ranks: 4/2 Skills Ranks Mod Misc Total Autohypnosis 4 +1 +0 +5 Concentration 4 +2 +0 +6 Hide 4 +2 -2 +3 Knowledge(psionics) 4 +0 +0 +4 Move Silently 4 +2 -2 +3 Equipment: Cost Weight Mind Blade 0cp 0lb Light Crossbow 35gp 4lb 20 bolts 2gp 2lb Light Shield, Wood 3gp 5lb Studded Leather Armor 25gp 20lb Backpack 2gp 2lb Flint and Steel 1gp 0lb 50 foot hemp rope 1gp 10lb Bedroll 1sp 5lb Trail Rations, 4 days 2gp 4lb 3 sunrods 6gp 3lb 2 Potions of Cure Light Wounds 100gp 0lb 2 flasks of acid 20gp 0lbs Total Weight:55lb Money: 22gp 9sp 0cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 460 1150 Age: 19 Height: 5'7" Weight: 128lb Eyes: Silver Hair: Blonde Skin: Tanned
Background: Celeste first discovered her psionic powers around her 16th birthday when she was heading home from her village's farm and she was ambushed by two goblins. She instinctively focused for a second and her mind blade sprang into her hand. She fended of the goblins easily, but her family was freaked out when she told them about the incident. She has been traveling since then to improve her abilities.
Code:[B]AUTOHYPNOSIS[B/] (WIS; TRAINED ONLY) You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities. Check: The DC and the effect of a successful check depend on the task you attempt. Task DC Ignore caltrop wound 18 Memorize 15 Resist dying 20 Resist fear Fear effect DC Tolerate poison Poison’s DC Willpower 20 Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion. Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check. Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful. Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect. Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison. Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled. Action: None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses. Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks. If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks. [B]CONCENTRATION[B/] (CON) Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill. If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way. Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.Code:PSIONIC DODGE (PSIONIC) You are proficient at dodging blows. Prerequisite: Dex 13, Dodge. Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).
Last edited by fuzzy; Sunday, 2nd October, 2005 at 11:19 PM. Reason: retiring
Living ENWorld characters
Saturday, 20th November, 2004, 08:49 PM #144
Novice (Lvl 1)
Familiar: Louie the BatCode:Name: Beamer Glimmereye Class: Sorcerer Race: Halfling Size: Small Gender: Male Alignment: Neutral Deity: None Str: 6 -2 (00p.) Level: 7 XP: 27121 (28000 for next level) Dex: 18 +4 (10p.) BAB: +3 HP: 29 (7d4+7) Con: 12 +1 (04p.) Grapple: -3 Dmg Red: -/- Int: 12 +1 (04p.) Speed: 20' Spell Res: - Wis: 10 +0 (02p.) Init: +6** Spell Save: - Cha: 18* +4 (10p.) ACP: +0 Spell Fail: - * 16 base, +1 for 4th level, +1 from Jareth's Gift to the Leader ** +4 Dex, +2 from Jareth's Gift to the Leader Base Armor Shld Dex Size Nat Misc Total Armor: 10 0(+4) +0 +4 +1 +0 +0 15(19) Touch: 15(15) Flatfooted: 11(15) Parentheses indicate with Mage Armor Base Mod Misc Total Fort: 2 +1 +1 +4 Ref: 2 +4 +1 +7 Will: 5 +0 +1 +6 Note: +2 save versus fear Weapon Attack Damage Critical Range Light crossbow +8(+9) 1d6(1d6+1) 19-20x2 80 ft Dagger +2 1d3-2 19-20x2 Thrown Dagger +9(+10) 1d3-2(1d3-1) 19-20x2 10 ft Touch Attack Spells +8(+9) () are for within 30 ft Languages: Common, Halfling, Elven Abilities: - Jareth's Gift to the Leader: Beamer Glimmereye has a tatoo on his left palm of a white king, from a chess set. As long as this tatoo stays on his left palm, Beamer's Charisma is increased by 1, and his initiative by 2. If this tatoo is removed, by magic or amputation or whatever, this bonus is negated. This image is heretical to the mainline church of Jareth. Followers of the mainline religion will react very negatively towards anyone displaying this tatoo, refusing assistance, and, in some circumstances, advocating violence. link - +2 Dexterity, –2 Strength. - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. - Halfling base land speed is 20 feet. - +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: This bonus stacks with the halfling’s +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with thrown weapons and slings. - +2 racial bonus on Listen checks. - Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. - Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. - Familiar: Bat named Louie Spells Known: 0th (6 per day): Acid Splash, Ghost Sound, Read Magic, Detect Magic, Prestidigitation (2nd level), Message (4th level), Resistance (6th level) 1st (7 per day): Ray of Enfeeblement, Mage Armor, Magic Missle (3rd level), Grease (5th level), Silent Image (7th level) 2nd (7 per day): Glitterdust (4th level), Alter Self (5th level), Scorching Ray (7th level) 3rd (5 per day): Haste (6th level), Dispel Magic (7th level) Feats: Point Blank Shot (1st level), Precise Shot (3rd level), Empower Spell (6th level) Skill Points: 30 Max Ranks: 10/5 Skills Ranks Mod Misc Total Bluff 10 +4 +14 Climb 0 -2 +2 +0 Concentration 10 +1 +11 Diplomacy 0 +4 +2 +6 Disguise 0 +4 (+2) +4(+6 acting in character) Knowledge (Arcana) 5 +1 +6 Hide 0 +4 +4 +8 Intimidate 0 +4 +2 +6 (not including any size penalties) Jump 0 -2 +2-6 -6 Listen 0 +0 +7 +7* Move Silently 0 +4 +2 +6 Spot 0 +0 +2 +2* Spellcraft 5 +1 +2 +8 *+2 to spot and listen is lost when familiar is not close Misc bonuses:Equipment: Weight Spell Component Pouch 2.0 lb Dagger 0.5 lb Light crossbow 2.0 lb 25 bolts 2.5 lb Explorer's outfit - lb Dark red (almost black) cloak Tan Bag of Tricks Handy Haversack 5.0 lb (items inside do not contribute weight) --Currently contains 20 lbs of equipment and 7.18 lbs of gold coins) --Flint and Steel - lb --Rations x11 days 2.75 lb --Waterskin 1.0 lb --Sunrod  2.0 lb --Flask of Acid  3.0 lb --Flask of Alchemist Fire  2.0 lb --Tanglefoot bag 4.0 lb --Paper  - lb --Ink (1 oz vial) - lb --Inkpen - lb --Spell Component Pouch  4.0 lb --Bedroll 1.25 lb --Most of the gold coins --Wands * Wand of Scorching Ray (Spoiler:
2113 charges) --Scrolls * Burning Hands * Comprehend Languages * Disguise Self * Enlarge Person * Hold Portal * Invisibility * Magic Weapon * Obscuring Mist * Rope Trick * Shield  * Silent Image * See Invisibility Belt Pouch 1gp 0.125lb --25 gp and all silver/copper Total Weight:12.125 lbs + 0.36 lbs of coins in belt pouch Money: 1774gp 3sp 3cp Lgt Med Hvy Lift Push Max Weight: 15 30 45 90 225 Age: 22 Height: 2'11" Weight: 28 lbs Eyes: Black Hair: Black with red forelock Skin: Pale
Beamer looks like someone who is in the midst of a fever. He is very pale and drawn and his bones tend to jut out from his skin. While slightly disconcerting to look at, his child like smile and face tend to win over even the most gruff companions. He wears a deep green cloak and brown adventurers clothing.
Beamer is polite and intelligent. He gives most humans the perception of being an intelligent kid who has been through a lot in his life. He readily accepts protection and likes being in the company of others due to the rejection he has faced throughout his life.
Beamer contracted some sort of wasting disease, probably blinding sickness, as a child. His eye color changed from blue to black and left his skin permanently pale. It sapped his strength, but did not cause blindness. In the midst of his disease, he felt a warming power inside him. He incoherently lashed out with his power at his nurse, terribly weakening her (Ray of Enfeeblement). This power helped him overcome the disease, but he was shunned by his villiage for this strange and growing power. His only side effects are a lack of strength; his health and agility both returned. He began studying and learned that this power inside him is some sort of arcane magic. Mostly though he has only found wizards so far and their power is so much different than his own that he can rarely abide their company for long. The feeling is mostly mutual. He has learned several other simple spells as well as how to protect himself. He has come to Orussus seeking more knowledge about this strange power.
Beamer helped Banion, Azaroth, and Gur Chuck-Chuck retrieve two pieces of the fabled Dance of Souls ensemble from a secret organization known as the Ashen Talon. The Talon has promised dire consequences if he reveals their existance and is most likely hunting him even though he has not.
Beamer again teamed with Banion and a new companion, Draig, to investigate the activities of Idrag - the captain of the guards at Gotian - for the Council of Gotian. They discovered that Idrag and Etan - another Council member - had turned traitor. Idrag and Etan were arrested, but at their trial were freed and the entire Council slaughtered. Beamer and Banion narrowly escaped by jumping from a second story window and are now on the run from not one, but two organized groups. Beamer believes Draig made it out as well, but he does not know for sure.
Last edited by SlagMortar; Tuesday, 16th December, 2008 at 06:47 AM.
Monday, 22nd November, 2004, 08:29 PM #145
Acolyte (Lvl 2)
Banion Lorish, Halfling Soulknife
Notes: Banion is shy and insecure, but longs to prove himself. He doesn't really understand how he came by his peculiar talent, but he's doing his best to hone it into something usefull -- he's not really 100% sure that his goal is possible, but he's going to try.Code:Name: Banion Lorish Class: Soulknife Race: Halfling Size: Small Gender: Male Alignment: CG Deity: None Str: 12 +1 (6p) (-2 Race) Level: 7 XP: 24,154 (level at 28,000) Dex: 19 +4 (10p+) (+2 Race) BAB: +5 HP: 67 (7d10 +14 Con) Con: 14 +2 (6p) Grapple: +2 Int: 14 +2 (6p) Speed: 40' (With Boots and Feat) Wis: 10 +0 (2p) Init: +4 Craft Points Used: None Cha: 8 -1 (0p) ACP: 0 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +2 +4 +1 +0 +0 20 Touch: 15 Flatfooted: 16 Base Mod Race Misc Total Fort: 2 +2 +1 +0 +5 Ref: 5 +4 +1 +0 +10 Will: 5 +0 +1 +0 +6 +2 Additional to fear saves Weapon Attack Damage Critical +1 Psychokinetic Mind Blade +9 1d6+1d4+2 19-20/x2 +1 Psychokinetic Mind Blade (thrown) +13* 1d6+1d4+2 19-20/x2 Sling +11* 1d3+1 20/x2 * Includes +1 Racial Bonus; (+1/+1 within 30') Stats based on longsword shaped mindblade Languages: Common, Halfling, Gnome, Goblin Abilities: Throw Mind Blade, Psychic Strike 2d8; +1 Mindblade; Free Draw; Shape Mindblade; Mindblade Enhancement +1 Feats: Point Blank Shot, Weapon Focus (Mindblade) (B), Wild Talent (B), Precise Shot, Dodge, Speed of Thought (B) Skill Points: 60 Max Ranks: 10/5 Skills Ranks Mod Race Misc Total Hide 10 4 4 0 +18 Move Silently 10 4 2 0 +16 Spot 10 0 0 0 +10 Listen 10 0 2 0 +12 Concentration 0 2 0 0 +2 Tumble 10 4 0 2 +16 (Synergy[Jump]) Climb 0 1 2 0 +3 Jump* 5 1 2 11 +19 (Synergy[Tumble], Competence[Boots], speed) Balance (cc) 0 4 0 2 +6 (Synergy from Tumble) Perform (Dance) (cc) 2.5 -1 0 0 +1 (cc)=Cross-Class skill *Jump is effected by speed. If not psionically focussed speed drops to 30 and a -4 penalty applies bringing his total jump bonus to +15. If in addition he's not wearing the boots his speed frops to 20' and a -6 penalty speed penalty appplies and he looses the +5 bonus, bringing his total jump bonus to +4. Equipment: Cost Weight MW Studded Leather 175 gp 10 lbs Boots of Striding and Springing Found 1 lb 2 Slings N/A 0 lbs Explorer's outfit N/A [N/A when worn] Darkwood Shield 257 gp 2.5 lbs Heward's Handy Haversack 2,000 gp 5 lbs Empty Backpack 2 gp .5 lb Sling Stones,
2012 left 2 sp 53 lb Bedroll 1 sp 1.25 lb Waterskin 1 gp 1 lb Winter Blanket 5 sp .75 lb Flint and Steel 1 gp Trail Rations, 4 days 2 gp 1 lb Sunrod 2 gp 1 lb Money: 66 pp, 1,322 gp Total Weight: 18.5 lb Lgt Med Hvy Max Weight: 32 65 98
About a year before his appearance in ENWorld, he recieved a vision. The source of this vision is unknown to him, and at the time the series of images made no sense. Eventually, he realized that the visions were of his discovering his special talents as a soul knife, and of visiting the Red Dragon Inn. He doesn't know if these visions will recurr.
When asked about his familly life by a fellow adventurer, Banion responded "We're a large group, and fairly tight. Brothers, sisters, cousins, second cousins, all living close together and growing up together. I'm the only one in the familly with such strange abilities, though."
Last edited by Patlin; Wednesday, 12th November, 2008 at 08:41 PM. Reason: xp from Scythe of Seto
Tuesday, 23rd November, 2004, 09:24 PM #146
Appearance: Rose Marie is somewhat short, even for a halfling. Add to that her rather basic appearance: dull brown hair, dull tan skin, and doe-like brown eyes whose only redeeming feature is their ability to "puppy-dog", and she really makes a rather unmemorable character. Most of the time, she's dressed to match: dull common boots, pants, tunic, and brown cloak. Really, it'd be easy to overlook her.Code:Name: Rose Marie Lightstar Class: Rogue Race: Halfling Size: Small Gender: Female Alignment: Chaotic Good Deity: none Str: 9 -1 (XXp.) Level: 1 XP: 0 Dex: 17 +3 (XXp.) BAB: 0 HP: 6 (1d6+0)? Con: 11 +0 (XXp.) Grapple: -5 Dmg Red: - Int: 15 +2 (XXp.) Speed: 20' Spell Res: - Wis: 12 +1 (XXp.) Init: +3 Spell Save: - Cha: 12 +1 (XXp.) ACP: ? Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +3 +1 +0 +0 14 Touch: 14 Flatfooted: 11 Base Mod Misc Total Fort: 0 0 +1 +1 Ref: +2 +3 +1 +6 Will: 0 1 +1 +2* * +2 Morale bonus vs Fear effects Weapon Attack Damage Critical Dagger (melee) +0 1d3-1 19-20x2 10 feet Dagger (thrown) +5 1d3-1 19-20x2 10 feet Sling +5 1d3-1 20x2 50 feet Languages: Halfling, Common, Elven, Gnome Abilities: Rogue Abilities: Sneak Attack +1d6 Trapfinding Halfling Abilities +2 Save vs Fear Feats: Stealthy Armor Proficiency (light) Skill Points: 40 Max Ranks: ? Skills Ranks Mod Misc Total Notes on Misc Bonuses Balance 3 +3 +6 Bluff 3 +1 +4 Climb 1 -1 +2 +2 Halfling Craft (Gemcutting) 1 +2 +3 Craft (trapmaking) 1 +2 +3 Decipher Script 1 +2 +3 Disguise 2 +1 +3 Escape Artist 2 +3 +5 Forgery 0 +2 +2 Gather Information 0 +1 +1 Handle Animal (CC) 1 +1 +2 Hide 2 +3 +6 +11 Small + Sneaky Feat Intimidate 0 +1 +1 Jump 1 -1 +2 +2 Knowledge (nature)(CC) 1 +2 +3 Listen 2 +1 +2 +5 Move Silently 2 +3 +4 +9 Halfling + Sneaky Feat Open Lock 2 +3 +5 Ride (CC) 1 +3 +4 Search 2 +2 +4 Sense Motive 1 +1 +2 Sleight of Hand 1 +3 +4 Spot 1 +1 +2 Swim 1 -1 0 Tumble 3 +3 +6 Use Magic Device 1 +1 +2 Use Rope 1 +3 +4 Equipment: Cost Weight Equipment: Weight (Pounds) Traveler's outfit* -- Padded armor* 05 Pouch, belt* 0.125 -Dagger* 0.25 -Bullets, Sling (10) 05 -Flint and Steel -- -Thieves Tools 01 -Oil (1 pint flask) 01 Backpack* 0.5 -Case, map or scroll 0.5 -Fishhook -- -Ink (1 oz vial) -- -Inkpen -- -Lamp, Common 01 -(5x) Candle -- -(5x) Parchment (sheet) -- -(5x) Rations, trail 1.25 (0.25 each) -Sewing needle -- -Sling -- -Waterskin 01 Total: 16.625 Lgt Med Hvy Lift Push Max Weight: 1-22 23-45 46-68 68-136 136 Money: 75 gp 0 sp 6 cp Pony (light load: 75 lbs; med load: 76–150 lbs; hvy load, 151–225 lbs) Riding 10 gp 25 lb. Saddlebags 4 gp 8 lb. -Artisan's Tools 05 -Bedroll* 1.25 -Bit and bridle 01 -Bread 0.5 -Cheese, hunk of 0.5 -Feed (5 days) 50 (10 each) -Entertainer's Outfit* 01 -Scale, Merchant's 01 -(5x) Piton 2.5 -Rope, silk (50 ft) 05 -Vial, ink or potion 0.1 -Whetstone 01 Total: 101.1 Total + Rider: 139.735 Pony (Jasper) Medium Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Hoof –3 melee (1d3) Full Attack: 2 hooves –3 melee (1d3) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Age: 18 Height: 2'8" Weight: 22 lb Eyes: Brown Hair: Brown Skin: Tanned
Her hair is pulled back in a pony-tail that cascades down her back from the top of her head, and her wild bangs dangle over her eyes, frequently hiding them.
Though usually hidden beneath her shirt, occasionally she will pull out her most treasured possession: a faceted blue gem housed in a tarnished pendant hanging from a simple chain.
It's a common story... young girl goes out one afternoon, comes home to find her house on fire with her parents trapped inside. Despite the efforts of her neighbors, they were unable to save her parents, and she watched in terror as they perished in the fire. In a matter of minutes, everything she knew was gone. Her father the gemcutter? Gone. Her mom, the animal trainer? Gone. Her home? Gone. Everything she ever knew... gone. Save for one item that was recovered from the wreckage: a tarnished necklace that her mother used to wear, a blue gem faceted by her father.
Since she was still too young to be on her own, Rose Marie was sent to live with the elderly widow of her village. Gramam was a harsh taskmaster, keeping Rose Marie in school or at chores almost all the time. It was under Gramam's watchful eye that Rose Marie learned to write well, decipher scripts, and speak Elven and Gnome. Gramam also taught her how not to be cheated by merchants, and how to recognize the value of an item.
But the life of a scholar is not for one filled with wanderlust, and as Rose Marie grew older, she heard the call of the Great Outdoors more and more. Finally, one day when she turned 15, she slipped away. All she left behind was a note for Gramam, and all she took was what could fit in her backpack.
For the next several months, she wandered from place to place until in one town, her prized necklace was stolen by a young pickpocket. But he didn't get away scot free: she was able to track the arrogant lad back to his lair, where she confronted him and his mates.
The Boss, impressed with her courage and her tracking ability, made her an offer: work for him for two years, and she could have both her necklace back, and her freedom. Refuse, and die.
With no real choice, she accepted his terms, and spent the next two years learning to be a thief under his tutelage. There, she learned to use the tumbling and balance skills that came to her naturally. She also learned how to hide, move silently, pick locks, and basics of survival.
Finally, her two-years were up, and true to his word, the Boss released her and returned her necklace to her. Rose Marie wasted no time in leaving that city, succumbing once again to her wanderlust.
Last edited by Rose Marie Lightstar; Friday, 26th November, 2004 at 07:24 PM. Reason: Updating stats per instructions :)
Wednesday, 24th November, 2004, 06:54 AM #147
Novice (Lvl 1)
Appearance: Azaroth is bald he purposely shaves his hair off, his overallCode:Name: Azaroth VanHaydren Class: Sorcerer(2) /Fighter(1) Race: Human Size: Medium Gender: Male Alignment: Chaotic Neutral Deity: none Str: 14 +2 ( 6p.) Level: 4 XP: 5141 Dex: 12 +1 ( 4p.) BAB: +2 HP: 20 Con: 12 +1 ( 4p.) Grapple: +4 Dmg Red: 0/none Int: 12 +1 ( 4p.) Speed: 30ft Spell Res: 0 Wis: 11 +0 ( 3p.) Init: +1 Spell Save: +3 Cha: 16 +3 ( 9p.) ACP: -0 Spell Fail: 15% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +1 +1 +0 +0 +0 15 Touch: 11 Flatfooted: 14 Base Mod Misc Total Fort: 2 +1 +3 Ref: 0 +1 +1 Will: 3 +0 +3 Weapon Attack Damage Critical MW Scimitar +3 1d6+2 18-20x2 Sling +1 1d4+2 20-20X2 Languages: Common, Infernal Abilities: Summon Familiar, 2+int+1 skill points (sorc) 3+int+1 skill points (fight) Feats: Eschew Materials, Toughness, Investigator, Power Attack Skill Points: 20 Max Ranks: 6/3 Skills Ranks Mod Misc Total Knowledge (Arcana) 4 +1 +5 Knowledge (Planes) 2 +1 +3 SpellCraft 4 +1 +5 Concentration 4 +1 +5 Intimidation 4 +3 +2 +9 Bluff 2 +3 +2 +7 Disguise 1 +3 +4 Hide 1 +1 +2 Gather Information 0 +3 +2 +5 Search 0 +1 +2 +3 Note: Knowledge of the Planes is a cross class skill Equipment: Cost Weight Sling 0gp 0lb Bullets (10) 2sp 10lb Travel outfit 0gp 0lb Scholar's robes 5gp 6lb Common Lamp 1sp 1lb Oil (2 pints) 2sp 2lb Backpack 2gp 2lb -Bedroll 1sp 5lb -Flint and Steel 1gp 0lb Map/Scroll case 1gp .5lb *Obscuring Mist (2) 25gp *Charm Person (2) 25gp *Disguise Self (1) 25gp *Ray of Enfeeblement (1) 25gp *Disguise Self (1) 25gp *True Strike (1) 25gp *Reduce Person (1) 25gp -Journal 15gp 3lb -Ink (1 oz vial) 8gp 0lb -Ink Pen 1sp 0lb -Parchment (10 sheets) 20sp -Rations (5 day) 25sp 5lb -Waterskin 1gp 4lb Belt Pack 1gp .5lb -Chalk (10 pieces) 10cp 0lb Spell Component Pouch 5gp 2lb MW Studded Leather 25gp 20lb Scimitar 315gp 4lb Light Wooden Shield 3gp 5lb Sack 1sp 14lb -Rope (hemp) 50 ft 1gp 10lb -Grappling Hook 1gp 4lb Total Weight:83lbs Money: 2411gp 32sp 90cp Spells Per Day Spells Known (5)-0 level (4)-0 level (4)-1 level (2)-1 level Spell List 0 level: Arcane Mark, Acid Splash, Prestidgitation, Detect Magic 1 level: Mage Armor, Magic Missle Familiar: Type: Weasel Granted Powers: Alertness, improved evasion, share spells, empathic link Name: Hastur Special Abilities: n/a HP:10 AC:16 Stats:STR:3/Dex:15/Con:10/Int:8/Wis:12/Cha:5/Init: +2 Attack: +4 melee (bite) Damage: 1d3-4 Special Attacks: Attach Saves: Fort:+2/Ref:+4/Will:+1 Feats: Weapon Finesse (bite) Skills: Balance +10/Climb +11/Hide +13/Move Silently +9/Spot +4 Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Age: 21 Height: 6'0" Weight: 204lb Eyes: Black Hair: none Skin: tan
build is tall and slightly heavy, his skin is tan in color.
Update: Azaroth has since abandoned his clean cut manner, the head he once kept bald now is covered with long black hair that is somewhat greasy, His eyes once bright and calm now have dark circles suggesting that he has not has slept well at all in several months they are bloodshot. His skin though it still retains a tannish color is now visibly pale. A black raggedy goatee now adorns his face.
1,371 from The Dance of Souls First XP awards
3,170 from The Dance of Souls final XP award
600 from Thirst for Power first XP award
Azaroth now bares 2 long scars across his face and various scars to his arms and hands.
Wednesday, 1st December, 2004, 05:30 AM #148
Novice (Lvl 1)
My play-by post character is:
Weight: 170 lbs
Str: 12 +0
Dex: 13 +2
Con: 14 -2
Int: 13 +0
Wis: 13 +0
Cha: 15 +0
Base Attack: 0
Initiative Mod: +2
Speed: 30 feet
For. Saving Throw: -2
Ref. Saving Throw: +2
Will Saving Throw: +2
Melee Atk Bonus: 0
Ranged tk Bonus: +2
Sling /Tot. atk. bonus=+2 /damage= 1d4 /crit.=x2 /Range=50 ft /Weight=0 lb /size=small /Type=Bludgeoning (10 bullets)
Composite longbow /Tot. atk. bonus=+2 /damage= 1d8 /crit.=x3 /Range=110 ft /Weight=3 lb /size=medium-sized /Type=Peircing
Skill name Key abil. skill mod.
------------- ------------ -------------
Spellcraft Int +4
Concentration Con +2
Knowledge (arcana) Int +4
Trail Rations (1)
Flint & Steel
5 pts of oil
Spell com. pouch
Gold: 130 gp
Spells per day: 5/0 lvl spells and 3/1 lvl spells
Languages: Elven, common
Simple Weapon Proficiency
This is my play-by-post character, Yurith. If there are any problems with this character, plz tell me. If not, please post him up.
This is for my account, Yurith. Thx
Last edited by Yurith; Wednesday, 1st December, 2004 at 05:36 AM.
Saturday, 11th December, 2004, 05:57 AM #149
Acolyte (Lvl 2)
Appearance: Bookish, slightly spacy. Not too much attention to clothingCode:Name: Sam Martin Class: Wizard 1 Race: Human Size: M(5'6) Gender: Male Alignment: CG Deity: N/A currently Str: 10 0 (2p.) Level: 1 XP: 875 Dex: 12 +1 (4p.) BAB: +0 HP: 6 Con: 14 +2 (6p.) Grapple: -1 Int: 18 +4 (16p.) Speed: 30' Spell Res: 0 Wis: 08 -1 (0p.) Init: +1 Spell Save: +4 Cha: 10 +0 (2p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +1 +0 +0 +0 11 Touch: 11 Flatfooted: 10 Base Mod Misc Total Fort: 0 +2 +2 Ref: 0 +1 +1 Will: +2 -1 +1 Weapon Attack Damage Critical Dagger +0 1d4 19-20/x2 (ranged) +1 1d4 19-20/x2 10 feet Light crossbow +1 1d8+0 20x2 Languages: Common, Goblin, Sylvan, Orcish, Draconian, Elvish, Dwarvish, Infernal Abilities: Human "fast learner" Feats: Augment Summon Spell focus (conj.) Scribe scroll Skill Points: 28(7*4) Max Ranks: 4/2 Skills Ranks Mod Misc Total Knowledge (arcane) 4 +4 +8 Decipher Script 4 +4 +8 Concentration 4 +2 +6 Spellcraft 4 +4 +8 Knowledge (history) 1 +4 +5 Knowledge (the planes) 1 +4 +5 Knowledge (dungonering) 1 +4 +5 Knowledge (Geography) 1 +4 +5 Knowledge (Nature) 1 +4 +5 Knowledge (nobility) 1 +4 +5 Knowledge (local) 1 +4 +5 Knoledge (Architecture) 1 +4 +5 2 languages Equipment: Cost Weight Dagger 2gp 1lb Light crossbow 35gp 4lb Crossbow bolts (10) 3gp 1lb Backpack 2gp 2lb Bedroll 1sp 5lb 10 Rations, trail 5gp 10lb 1 Torch 3cp 1lb Waterskin 1gp 4lb Spell component pouch 5gp 2lb Spell Book 3lb Total Weight:33lb Money: 76gp 8sp 7cp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Spells:Sleep,Mount, Mage Armor, Monster summoning I, Floating disk, Shield, Enlarge Spells Memorized:Detect Magic,Light,Mage Hand,Sleep*2 Age: 16 Height: 5'5" Weight: 140lb Eyes: Blue Hair: Blond Skin: Pale white
Sam is the apprentice of a war-mage to a fairly well known army in the region. He has assisted his master in several of his duties, helping set traps by summoning magical badgers to get into tight places, organizing library books, etc. While Sam has shown to be a very bright student, he has a remarkable ability to get lost in his own head, leading to several unfortunate mishaps. His master has thus discharged him, suggesting that Sam get some more “real life” experience.
Last edited by Airwhale; Wednesday, 11th August, 2010 at 10:02 AM.
Wednesday, 22nd December, 2004, 10:06 PM #150
Appearance: Artax's is a lanky human who moves with grace and assurance. He wears his brown hair well past his shoulders, bound in a braid by copper wire.Code:Name: Artax Class: Ranger Race: Human Size: Medium Gender: Male Alignment: True Netural Deity: Mortalist Str: 12 +1 (4p.) Level: 1 XP: 0 Dex: 16 +3 (10p.) BAB: +1 HP: 9 (1d8+1) Con: 12 +1 (4p.) Grapple: +2 Int: 14 +2 (6p.) Speed: 30' Wis: 12 +1 (4p.) Init: +3 Cha: 10 +0 (2p.) ACP: -2 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +1 +3 +0 +0 +0 17 Touch: 14 Flatfooted: 13 Base Mod Misc Total Fort: 2 +1 +3 Ref: 2 +3 +5 Will: 0 +1 +1 Weapon Attack Damage Critical Range Increment +1 Undead Bane Dagger +6 1d4+2d6+4 19-20/x2 (against undead) Dagger(melee) +3 1d4+1 19-20x2 Dagger(thrown) +4 1d4+1 19-20x2 10' Shortbow +4 1d6+0 20x3 60' Languages: Common, Sylvan, Elven Abilities: Favored Enemy(Monstrous humanoid +2), Track, Wild Empathy Feats: Weapon Finesse, Combat Expertise Skill Points: 36 Max Ranks: 4/2 Skills Ranks Mod Misc Total Survival 4 +1 +5 Search 4 +2 +6 Hide 4 +3 -2 +5 Move Silently 4 +3 -2 +5 Spot 4 +1 +5 Listen 4 +1 +5 Tumble 2 +3 -2 +3 Knowledge(dungeoneering) 4 +2 +6 Knowledge(nature) 4 +2 +6 Equipment: Cost Weight +1 Undead Bane Dagger ??gp 1lb (on loan from Mortalist hospice) Wand of Cure Light Wounds ??gp -lb (15 charges) Dagger x8 16gp 8lb Shortbow 30gp 2lb Studded Leather 25gp 20lb Buckler 15gp 5lb Explorer's Outfit - - Arrows(20) 1gp 3lb Backpack 2gp 2lb Everburning Torch 110gp 1lb Flint & Steel 1gp Mirror, Sm Steel 10gp 0.5lb Total Weight:42.5.5lb Total Cost:238gp 1sp Money: 0gp 9sp 0cp Lgt Med Hvy Lift Push Max Weight: 43 86 130 260 650 Mule 8gp Packsaddle 5gp 15lb Bedroll 1sp 5lb Rations, Trail x9 4.5gp 9lb Rope, Silk 50' 10gp 5lb Feed, x4 2gp 40lb Mule Weight:74lb Lgt Med Hvy Lift Push Max Weight: 228 459 690 1380 3450 Age: 18 Height: 5'11" Weight: 160lb Eyes: Grey Hair: Brown Skin: Slightly Tanned
Background: Unlike many Rangers, Artax is just as or even more comfortable in a city as he is in a wilderness setting. He grew up an orphan in a large city where he gained the degree of wariness and alertness a city urchin needs to survive. One day he tried to snatch the belt pouch of a visitor to to the city. That visitor, a ranger who served as a Roadwarden, caught Artax after a brief chase and scuffle. Impressed by the child's quickness and focus at such a young age, the ranger tried to turn Artax over to the authorities for training, but was told he was too young and would just be put in another orphanage.
The ranger, Edron, could not accept this and decided to raise the boy himself. He tried to raise Artax in the ways of Verdante, but the young and rebellious Artax had already adopted the Mortalist point of view, though he did eagerly absorb all that Edron had to teach him about martial skill and survival.
[I'm declaring as Edron public to living enworld, he'd probably be a 5th to 10th level ranger and a Roadwarden. Use him as you will as a plot hook in conjunction with my character. Don't really care about race, character details, etc... (make him evil, why not?)]
After coming of age, Artax has rashly decided that he has learned all he can from Edron and heads back to "civilization" with all the gear he could round up. His first stop once he reached Orussus is a tavern called the Red Dragon Inn...
Last edited by azmodean; Sunday, 13th March, 2005 at 01:15 AM. Reason: Adding Mortalist loan items