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  1. #141

    Planus Aniad Elf Cleric Level 7

    Code:
    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
    Appearance:

    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
    Domain:
    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)

    Appearance:
    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.

    Personality:
    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.

    Background: (PUBLIC)
    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.

    History:
    Spoiler:

    Initial equipment purchase:
    Leather Armor 10gp
    Longbow 75gp
    Rapier 20gp
    Dagger 2gp
    40 arrows 2gp
    Explorer's outfit 0gp
    Wooden Holy Symbol 1gp
    Backpack 2gp
    Rations x2 days 1gp
    Waterskin 1gp
    Flint and Steel 1gp
    Whetstone 2cp
    Bedroll 1sp
    Spell Component Pouch 5gp

    Of Eggs and Desires: Sent off to find a missing egg collector, but the egg collector ended up returning on his own. Received:
    530 XP
    30 GP
    Slaves of the Dragon: Trying to rescue a villiage from a dragon's oppression.
    Killed many kobolds. Received: 1034 XP
    Helped save the town from the kobolds and rooted the kobolds out of their underground lair. Defeated Eskaron. Received: 2870 XP and 5200.68 gp
    Bought mithral chain shirt +1 (-2100 gp), mighty (+1) darkwood composite bow +1 (-2530 gp), Darkwood buckler (-205 gp), and another 20 arrows.
    Sold longbow(+37.5 gp) and leather armor (+5 gp)
    A Clash of Earth and Sea: Helping another group of adventurers cleanse a tainted lake
    900 XP for killing 3 merrow and a wizard.
    1600 XP for killing a merrow and driving off another, killing a merrow barbarian, dealing with a trap, and driving off a wizard, and for time adventuring.
    Achieved level 4: Added point to wisdom
    3971 XP for time, fighting pirates, and acquiring Goruksblain. Fired 4 arrows
    Achieved level 5: Added skill rank to Bluff (1), Concentration (2), Hide (1)
    1679 XP for slaying ogre mage and completing Clash of Earth and See
    Heroes Must Rise:
    3000 XP for time, navigating the Astral Plane, and fighting Githyanki raiders
    Achieved level 6: Added skill rank to Bluff (1), Concentration (2), Hide (1). Feat WF (longbow)
    600 XP for battling the Githyanki overseers of a mine in the Astral Plane
    1650 XP for defeating the Githyanki slavers ship. Also acquired 40 arrows.
    Acquired potion of cure moderate wounds and a scroll of dismissal CL 7.
    3,750 xp for escaping the astral plane, avoiding Magmin, navigating the nasty hot place, and defeating a fire elemental.
    Achieved level 7: Added skill rank to Bluff (1), Concentration (2), Hide (1).
    1750 XP for defeating a Retriever and final time award.
    Received +1 inherent bonus to wisdom for eating special extra-planar apple.
    Acquired Cloak of Resistance +2 and 1073.6 gp from loot in Heroes must Rise.
    Siege in the Stonespike Mountains:
    Received advance of 9000 gp.
    Purchased a Handy Haversack (-2000 gp), Periapt of Wisdom +2 (-4000 gp), and 40 cold iron arrows (4 gp), 20 alchemical silver arrows (41 gp), 20 arrows (1 gp), gloves of dexterity +2 (-4000 gp), scrolls of endure elements x4 (-100 gp), 20 days ration (10 gp), and sold backpack (+1 gp)
    Fired 8 arrows in battle with Lizardmen barbarians.
    Fired 2 arrows in battle with harpies.
    6650 XP for time, blackscale barbarians (lizardmen) and harpies.
    Achieved level 8: Added attribute point to Wisdom, skill points: 1 bluff, 2 concentration, 1 hide
    Acquired 1600 XP for time spent winding down Siege in the Stonespike Mountains
    Last edited by SlagMortar; Thursday, 5th February, 2009 at 05:27 PM. Reason: updated for level 8
    Currently playing:
    Spoiler:

    Nars Blackbeard in the The Secret of Gem Hold
    Planus Anaid in the Siege in the Stonespike Mountains
    Beamer Glimmereye in The Scythe of Seto

    Other games:
    CB's Rod of Seven Parts: OOC; IC; Characters

 

  • #142

    Deos Kirith - Human Wizard 1/Cleric 2 (Needing Re-approval)

    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
    Arcane Spells Known:
    (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.

    Experience Log

    Total Current Experience: 2,780 exp

    Quote Originally Posted by The Lost Gem
    9/19/2005: The Lost Gem: 1080 (Time spent adventuring) = 1080 exp (Enough to go from 1st to 2nd level)

    Coin
    150 gps as reward for The Lost Gem.

    Second level added:
    1 Level of Cleric
    +6 hitpoints (3/4 of the max 8, +0 Con bonus)
    1 rank in Concentration, Knowledge[Arcana], Knowledge[Religion], Spellcraft, and Spot
    +2 base Fort save
    +2 base Will save
    Aura of Good class ability
    Turn Undead class ability
    Knowledge and Magic Domains chosen
    Quote Originally Posted by Ransom for Retirement
    6/8/2006:
    Ransom for Retirement

    700xp (time spent adventuring) + 1,000xp (foes defeated, objectives completed) = 1700xp

    Loot and reward money total = 577gp & 4sp.
    Quote Originally Posted by diSenzio's Tournament
    12/11/2006:
    diSenzio's Tournament

    600xp (time spent adventuring) + 275xp (tournament objectives and roleplay) = 875xp

    Third level added:
    2nd Level of Cleric
    +6 hitpoints (3/4 of the max 8, +0 Con bonus)
    1 rank in Concentration, Knowledge[Arcana], Knowledge[Religion], Spellcraft, and Spot
    Heighten Spell feat
    +1 base attack
    +1 base Fort save
    +1 base Will save
    Last edited by IcyCool; Monday, 11th December, 2006 at 05:02 PM.
    Character(s) played in Living ENWorld:
    Gorefoot, gnomish halfling 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.

  • #143

    Celeste Raynal (RETIRED)

    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
    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.

    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 10:19 PM. Reason: retiring

  • #144

    7th level

    Code:
    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: 
    Spoiler:
    +2 to climb for race +2 to diplomacy from 5 ranks bluff +2 to disguise from 5 ranks bluff +4 to hide from size +2 intimidate from 5 ranks bluff +2 to jump from race, and -6 from speed +2 to listen from race, +3 from bat familiar, and +2 from alterness when familiar is close +2 to move silently from race +2 to spot from alterness when familiar is close +2 to spellcraft from 5 ranks knowledge (arcana)
    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] 2.0 lb --Flask of Acid [3] 3.0 lb --Flask of Alchemist Fire [2] 2.0 lb --Tanglefoot bag 4.0 lb --Paper [20] - lb --Ink (1 oz vial) - lb --Inkpen - lb --Spell Component Pouch [2] 4.0 lb --Bedroll 1.25 lb --Most of the gold coins --Wands * Wand of Scorching Ray (2113 charges) --Scrolls * Burning Hands * Comprehend Languages * Disguise Self * Enlarge Person * Hold Portal * Invisibility * Magic Weapon[2] * Obscuring Mist * Rope Trick * Shield [2] * Silent Image[2] * 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
    Familiar: Louie the Bat
    Spoiler:
    Code:
    Str:  1 -5            Level: 7
    Dex: 15 +2            BAB: +3         HP: 14
    Con: 10 +0            Grapple: -15    Dmg Red: -/-
    Int:  9 -1            Speed: 5'/40' fly  Spell Res: -
    Wis: 14 +2            Init: +2        Spell Save: -
    Cha:  4 -3            ACP: +0         Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:           10    0      +0    +2    +4    +4    +0        20
    Touch: 16              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                    2    +0          +2
    Ref:                     2    +2          +4
    Will:                    5    +2          +7
    
    Weapon                  Attack   Damage       Critical   Range
    Touch                     +5        -
    
    Abilities:
    Blindsense 20 ft.
    Low-light vision
    Improved Evasion
    Grant Alertness to master
    Share spells
    Empathic Link
    Deliver touch spells
    Speak with master
    Speak with bats
    
    Feats: Alertness
    
    Skills                   Ranks  Mod  Misc  Total
    Hide                        0    +2  +12   +14
    Listen                      2    +2   +4    +8
    Move Silently               4    +2         +6
    Spot                        2    +2   +4    +8


    Appearance:
    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.

    Personality:
    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.

    Background: (PUBLIC)
    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.

    History:
    Spoiler:

    Starting equipment that Beamer had as of 9/3/2007
    Spell Component Pouch (5gp), Dagger (2gp), Light crossbow (35gp),
    Explorer's outfit (0gp), Dark red (almost black) cloak (1gp),
    Flint and Steel (1gp), Waterskin (1gp), Sunrod [2] (4gp),
    Paper [20] (8gp), Ink (1 oz vial) (8gp), Inkpen (1sp),
    Bedroll (1gp), Belt Pouch (1gp)
    Received 1288 XP in searching for the Dance of Souls
    Sorcerer Level 2 - 0th level spell gained: Prestidigitation
    Used scroll of Silent Image to halt carriage of Talon members.
    Retrieved the Dance of Souls pieces from the Talon's hideout at the Keep of Bloodstained dreams. That branch of the Talon is now a bitter enemy, but Beamer was strangely warned that as long as he did not tell anyone about the Talon, the rest of the organization would leave him alone.
    Received 1351.75 gp in the sale of loot obtained from the Talon.
    Purchased components to summon a familiar (-100 gp)
    Purchased scrolls: silent image(2), shield, hold portal, enlarge person(2), and magic weapon(2) (-200 gp)
    Received 1562.5 gp for returning the two stolen pieces of the Dance of Souls to al'Larat and Godo.
    Recieved 3170 XP for figthing the Talon and retreiving the Dance of Souls.
    Purchased Handy Haversack and sold backpack (-1999 gp)
    Purchased 2 spell component pouches (-10 gp)
    Purchased scrolls: obscuring mist, disguise self (2), burning hands (-100 gp)
    Purchased 3 flasks acid (-30 gp), 2 flasks alchemist fire (-40 gp), and a tanglefoot bag (-50 gp)
    Sorcerer Level 3 - 1st level spell gained: Magic Missle
    Summoned familiar - bat
    Set off to help find evidence against a smuggler/pirate in "Thirst for Power"
    Spent 2 gp for rooms in the inn in Gotian.
    Passage to Gotian (-6gp)
    Received 600 XP for figthing off rogue arsonists.
    Fee for Artea (-30gp)
    Received 1020 XP for trying to get in the guardhouse and talking to Artea.
    Level 4: Point to Charisma. 2nd level spell: Glitterdust, 0th level spell message. Point to Bluff, Concentration, Spellcraft
    Used potion of cure light wounds to heal Draig
    Used a scroll of shield
    Received 1400 XP for a challenging battle against rogues and a wizard to save a warehouse.
    Acquired partially used wand of scorching ray with command word 'ignite'.
    Thirst for power ended at the trial of Idrag. Idrag was freed and the entire Council slaughtered. Banion and Beamer escaped with their lives and believe Draig escaped as well, but do not know for sure and do not know his present whereabouts.
    Received 200 XP for the final month.
    Stange Case of Aif Jenkin's Farm
    Fight with Toler, Rafferty, and wolves used scroll of Disguise Self and 1 crossbow bolt.
    Received 1240 XP fight with wargs, Toler, and Rafferty
    Received 4503 XP for fight with numerous orcs, cultists, an ogre, Mano, and EE.
    Level 5: 1st level spell: Grease, 2nd level spell: Alter Self. Point to Bluff, Concentration, Spellcraft
    Received 250 XP for final month of the Strange Case of Aif Jenkin's Farm
    Acquired a tan bag of tricks
    War in the Vastermarch
    Received 2300 XP for the nasty battle with Tharok, Valadius, the ogres, and a bunch of orcs and undead.
    Received 400 gp for helping Eusebius find Torvin the Paladin.
    Level 6: 0th level spell: Resistance, 3rd level spell: haste, feat: empower spell
    Acquired 955 gp, 6 sp, 8 cp from the adventures in Aif Jenkin's farm and War in the Vastermarch.

    Scythe of Seto:
    Beamer and his companions set off to find the wizard Trimble to gain his help in destroying the Scythe of Seto.
    Purchases scrolls of See Invisibility (-150 gp), Shield (-25 gp), and was given a scroll of Invisibility by Banion's uncle Poto.
    Received 900 XP for destroying some whites and shadows.
    Purchased a scroll of Rope Trick (-150 gp)
    Received 375 gp share for getting the wagon of the slain merchants to Chet Rundrin
    Received 1380 XP for helping to kill a gargantuan spider and a bunch of its babies.
    Received 1620 XP for 'helping' (meaning getting knocked out) kill a night hag and shadow mastif
    During the chessboard fight, used scroll of enlarge person on Eusebius
    Received Jareth's Gift to the Leader - link
    Received time XP 3/1/2008 - 11/11/2008 - 2550 XP
    Received 4500 XP for Scythe of Seto
    Achieved level 7
    Last edited by SlagMortar; Tuesday, 16th December, 2008 at 05:47 AM.
    Currently playing:
    Spoiler:

    Nars Blackbeard in the The Secret of Gem Hold
    Planus Anaid in the Siege in the Stonespike Mountains
    Beamer Glimmereye in The Scythe of Seto

    Other games:
    CB's Rod of Seven Parts: OOC; IC; Characters

  • #145
    Registered User
    Acolyte (Lvl 2)

    Patlin's Avatar

    Join Date
    Mar 2004
    Location
    Colorado Springs
    Posts
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    ø Ignore Patlin

    Banion Lorish, Halfling Soulknife

    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, 20 12 left                 2 sp    5 3 lb
        Bedroll                                  1 sp    1.25 lb
        Waterskin                                1 gp    1 lb
        Winter Blanket                           5 sp    .75 lb
        Flint and Steel                          1 gp
        Trail Rations, 4 days                    2 gp   1 lb
        Sunrod                                   2 gp   1 lb
    
    Money: 66 pp, 1,322 gp
    
    Total Weight: 18.5 lb
    
                        Lgt   Med   Hvy
    Max Weight:         32    65    98
    Notes: Banion is shy and insecure, but longs to prove himself. He doesn't really understand how he came by his peculiar talent, but he's doing his best to hone it into something usefull -- he's not really 100% sure that his goal is possible, but he's going to try.

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

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

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

    Gp Log
    1,351 gp 7 silver 5 copper
    2 potions CLW from advance funds in Thirst for Power, spend 6 gp on ship passage
    988.3 gp, Loot Divvy from Thirst for Power
    Correction to above: should have been 915 after ID costs. Subtracted 73.3 gp
    400 gp from Eusebius
    Gave .45 gp offering
    Last edited by Patlin; Wednesday, 12th November, 2008 at 07:41 PM. Reason: xp from Scythe of Seto
    PbP details Invisible Castle Dice Rolling LEW DM LEB DM
    LEW PCs: Ironwolf Banion Tor LEW PCs: Anvuss Rionus el'Aundair T'Ranis

    "Daddy's teaching me to play D&D. I am his 'young apprentice.'" Brielle Patlin, 7 years old, 3/9/08.

  • #146
    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
    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.
    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.

    Background:
    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 06:24 PM. Reason: Updating stats per instructions :)

  • #147
    Registered User
    Novice (Lvl 1)

    Xaov's Avatar

    Join Date
    Aug 2004
    Location
    Kunsan AB south Korea
    Posts
    422

    ø Ignore Xaov
    Code:
    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
    Appearance: Azaroth is bald he purposely shaves his hair off, his overall
    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.

    Spoiler:

    Background: Azaroth has not been gone from home long. But already he is starting to understand more about himself than he ever expected. After being led into an ambush investigating about the Dance of Souls, Azaroth nearly lost a companion to the sword of an enemy. After this experience, harsh realities begin to settle in. Magic alone is not always enough. In order to get anywhere in the world one must have Physical power in addition to mental. So he has taken up the sword to compliment his magical capability as well as to protect those that are close to him.

    Azaroth's interest in the Demonic has become increasingly involving. Being told by a contact about the Ritual of Bonding, Azaroth now seeks to get a hold of a copy on the infernal script. It details instructions for a group known as Acolytes of the Skin to meld with demons and other infernal creatures. But the script is rare, and in most places forbidden. It is unknown whether he will ever see one in his lifetime. But he will continue his search relentlessly.

    Azaroth has grown significantly as of late. Though his power still remains as it was shortly after he started his life as an adventurer. His life experiences have begun to radically affect who he is. At least who he is becoming. The object of his dark obsessions, the Ritual of Bonding is said to exist in the hands of a group of bandits in the apparently corrupt city of Lathirn. Though unable to gain access to it just yet, Azaroth knows where a copy resides.

    While investigating a keep known as the Keep of Bloodstained Dreams, Azaroth suffered from a horrific dream involving a betrayal by one of his friends. He was so damaged by it he practically killed the one who had betrayed him in the dream. Thankfully he was stopped by his companions whom snapped him out of his dream induced fear. But this was not the end of it.

    After scouting out a road from the keep, his party discovered a search team sent from within the keep. After a failed ambush, battle ensued. Azaroth and his friends were barely injured in the fight, when the last of their enemies fell unconscious. They tied them up and later questioned one of the members in the search team named Cadoreysian. Here they learned a little bit about what was going on in the keep and also of some seedy dealing their employers were partaking in. The next morning they let their captives go.

    With a strong resolve to succeed the party ventured nearer to the keep, sneaking into one of its courtyards. In an attempt to infiltrate this courtyard two patroling guards were attacked. To the horror of everyone in the party that attack set off a chain reaction which soon had many reinforcements on their tail. Bolts were fired, spells were slung with zero casualties up until this point, the combat was at a stalemate. Suddenly from across the way an arcer started shooting at the adventurers. though still no casualties were sustained the party was in a hard spot. Hoping to remove the attacker from across the way Azaroth climbed down and entered the keep. His efforts proved futile as there was no way to access where the archer would've been standing from Azaroth's current position. Hoping to find the Archer's way up, Azaroth looked down the halls but was unable to to find the archer but instead found himself in a trap.

    He tried to impersonate an officer of the Talon. His ruse however did not work. He tried then to scare off his attackers yet that also didn't work. Finally he was forced to defend himself. Relatively quickly he was overwhelmed and captured.

    Deep in the bowels of the Keep of Bloodstained Dreams, Azaroth waited. He was constantly interrogated but he didn't tell them anything. They cut his face and hands but still he wouldn't talk.

    It was then that Azaroth began to hear the voices. He's still not sure whether it was desperation that caused these voices to occur. Or if the terror, he had been told resided far below the keep, tried to contact him. Either way he was not happy about what he heard.

    He was told he was insignificant, a fly not bothersome enough to be swatted. Whatever it was, believed he was weak. Azaroth has now set a personal goal to one day return to that keep. One day when his power is greater he will come back and show all that dwell there he is a force to be reckoned with.

    Update: Over the last couple of months Azaroth has been compulsively searching for anything pertaining to not only the ritual of bonding, but also the terror beneath the keep of bloodstained dreams. He has returned to the keep twice now but each time the dreams become so overwhelming that he is forced to turn back. He returns to the Red Dragon Inn now, exhausted and his sanity creeping at questionable levels.



    Nicknames
    Mister Icerod
    Master Gamekiller
    Azeroth
    Azatoth

    XP History:
    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


    Misc. Notes:
    Azaroth now bares 2 long scars across his face and various scars to his arms and hands.
    Last edited by Xaov; Wednesday, 27th February, 2008 at 04:32 AM.
    Currently playing:
    Azaroth VanHaydren in Red Dragon Inn
    Enialis McVayne in El Jefe's The Stuff of Dreams

    Deep into that darkness peering, long I stood there, fearing, wandering, doubting

  • #148
    My play-by post character is:

    Name: Yurith
    Age: 297
    Gender: male
    Race: Elf
    Class: Sorcerer
    Deity: Verdante
    Level: 1
    Alignment: NG
    Height: 4'11"
    Weight: 170 lbs
    Eyes: Brown
    Hair: Brown

    Str: 12 +0
    Dex: 13 +2
    Con: 14 -2
    Int: 13 +0
    Wis: 13 +0
    Cha: 15 +0

    Hp: 2
    Ac: 12
    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

    Weapons
    -------------
    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

    Skills
    ------
    Skill name Key abil. skill mod.
    ------------- ------------ -------------
    Spellcraft Int +4
    Concentration Con +2
    Knowledge (arcana) Int +4

    Gear
    -------
    Backpack
    Waterskin
    Trail Rations (1)
    Bedroll
    Sack
    Flint & Steel
    Hooded lantern
    5 pts of oil
    Spell com. pouch
    Quiver-20 arrows
    1lb silk
    Belt pouch
    Mule
    Spyglass

    Gold: 130 gp

    spells
    --------
    Spells per day: 5/0 lvl spells and 3/1 lvl spells

    Detect poison
    Flare
    Prestidigitation
    Read magic
    Alarm
    Endure Elements

    Languages: Elven, common
    Familiar:Raven

    Feats
    --------
    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.

    Yours faithfully,
    Yurith


    This is for my account, Yurith. Thx
    Last edited by Yurith; Wednesday, 1st December, 2004 at 04:36 AM.

  • #149
    Code:
    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
    Appearance: Bookish, slightly spacy. Not too much attention to clothing

    Background:
    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 09:02 AM.

  • #150

    Artax

    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
    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.

    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 12:15 AM. Reason: Adding Mortalist loan items

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