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  1. #161
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    Waghalter (Lvl 7)

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    I Defended The Walls! WotBS WotBS

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    Anton Brandovold, Human Ranger 4

    Code:
    Name: Anton Brandovold
    Class: Ranger
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Halina, NG Goddess of Fertility, Agriculture and Childbirth
    
    Str: 13 +1 (05p.)     Level: 4        XP: 6445
    Dex: 16 +3 (10p.)     BAB: +4         HP: 30 (4d8+4)
    Con: 13 +1 (05p.)     Grapple: +5     Dmg Red: -/-
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: -
    Wis: 13 +1 (04p.)     Init: +3        Spell Save: +1
    Cha:  8 -1 (00p.)     ACP: -2         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +1    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       4    +3          +7
    Will:                      1    +1          +2
    
    Weapon                  Attack   Damage     Critical
    Longbow, Composite        +7     1d8+0       20/x3
    Lngbw, comp (w/i 30')     +8     1d8+1       20/x3
    Arrows (20)                +++--/-----/-----/-----/-----
    Battleaxe                 +5     1d8+1       20/x3
    Dagger                    +5     1d4+1    19-20/x2
    
    Languages: Common, Undercommon, Giant
    
    Abilities:
    - Favored Enemy (Magical Beast)
    - Wild Empathy
    - Animal Companion (Camel, 'Obed')
    
    Spells:
    0 (2/day) --
    -Endure Elements
    -Longstrider
    
    Feats:
    Track
    Point Blank Shot
    Precise Shot
    Rapid Shot
    Endurance
    Mounted Combat
    
    Skill Points: 54       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Climb                      2    +1    -2    +1
    Handle Animal              4    -1          +3
    Heal                       1    +1          +2
    Hide                       7    +3    -2    +8
    Jump                       2    +1    -2    +1
    Knowledge (Dungeoneering)  7    +2          +9
    Knowledge (Nature)         7    +2    +2    +11
    Listen                     4    +1          +5
    Move Silently              7    +3    -2    +8
    Ride                       7    +3          +10
    Spot                       3    +1          +4
    Survival                   7    +1    +2    +10
    Swim                       2    +1    -4    -1
    Use Rope                   3    +3          +6
    
    Equipment:               Cost  Weight
    Battleaxe                 10gp    6lb
    Longbow, Composite       100gp    3lb
    Arrows (20)                1gp    3lb
    Dagger                     2gp    1lb
    Studded Leather           25gp   20lb
    Buckler                   15gp    5lb
    Explorer's Outfit          0gp    0lb
    Waterskin                  1gp    4lb
    *Alchemist's Fire          -gp    1lb
    *Potion Cure Light         -gp    -lb
    Three-leaf clover
    *See Notes
    
    Total Weight: 42lb      Money: 89gp  12sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                50   100   150   150   750
    
    Fyodor, Mule                       8gp
      Packsaddle               5gp   15lb
        Rations, trail (6)     3gp    6lb
        Bedroll                1sp    5lb
        Rope, Silk 50'        10gp    5lb
        Feed, x4               2sp   40lb
        Backpack               2gp    2lb
        -Traveler's Outfit     1gp    5lb
        -Chalk (10)            1sp    --
    Mule Weight: 78lb
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              228    459   690  1380   3450
    
    Age: 26
    Height: 6'1"
    Weight: 180lb
    Eyes: Gray
    Hair: Black
    Skin: Light
    Appearance: A medium-tall gentleman, Anton looks more frail than he really is. Those familiar with archers know the build of an archer, but Anton is discreet about this. He wears a dark, slightly oversized cloak to protect his immediate belongings and most of his bulkier posessions travel on his mule, Fyodor. Anton's most distinctive garment, possibly, is his dark wide-brimmed hat. Anton really likes his hat because it "keeps the sun out the eyes very well" but he sometimes has to tip his hat in order to fit through narrow doorways. Underneath that brim, though, are keen eyes, good for gauging distance. On his back he keeps his bow, the only obvious thing about him, but his quiver of arrows is hung low on his back, but under his cloak, to make the arrows easy to reach but not easy for everyone to reach.

    Fyodor is a small but sturdy mule, capable of going a long way. His fur is a mix of dark brown, lighter brown, and grey patches, and Anton tries to keep him well-groomed.

    Here's what he looks like. Yes, I drew it.

    Personality: Anton isn't a huge talker due to his accent, but he's not afraid of a conversation either. His philosophies are somewhat complex and have to do with balance in all things. He believes that the universe should have a balance of order and chaos, but that things inherently turn to chaos. As such, people should try to be lawful and ordered in order to balance out the universe. That's not to say he doesn't enjoy a crazy party every once in a while -- he can't be too ordered and structured or he wouldn't be balanced himself. Anton tends towards good because it is generally less agressive than evil. Evil will try to overpower Good, but Good is more passive. So, he helps out Good.

    Background:
    Spoiler:
    Little Anton grew up in an upper low class family in the town of Seylid. Upper low class because while they were low class, his parents were workaholics, so they had a little more money than most people. His father, Cane, spent all his time smithing weapons while his mother, Deidre, would do odd jobs for people like sewing or organizing events. Because of this, Anton was on his own a lot. He would pick up some of dad's weapons and play around with them. When he got into enough trouble, his father would send him outside and Little Anton would play with his 'toys' outside. It was here that he started to grow accustomed to fighting and the outdoors, although his favorite was the bow.

    When he was older, his parents enrolled him in a school where he could learn to properly use his weapons, but he soon started to go out on his own. He wanted to use his skills in the real world and to see everything he had heard about in stories. He wanted to explore. Eventually, he left home and did just that. He strove to learn about various natural wonders and eventually to purge the world of things that disrupt it. So, Anton wanders around, purging with his bow. In his travels, he wanders into this Red Dragon Inn...

    Notes
    Spoiler:
    *Alchemist's Fire and Potion of CLW received in Armgill's Heirloom have been returned.

    Fyodor is current at the stablings at Armgill Manor. has been retrieved from Armgill Manor.

    Plan:
    1: Track, PBS, PrShot
    2: Rapid Shot
    3: Mounted Combat, Endurance
    4: +1 Wis
    6: Mounted Archery, Manyshot
    8: +1 Wis
    9: Imp. Manyshot

    350xp and 50 gp gained from Armgill's Heirloom, which has been concluded.

    Skill Points:
    Spoiler:
    Skill Point increases
    Every Level:
    Hide
    K(Du)
    K(Na)
    Move Sil
    Ride
    Survival

    Even Levels:
    Handle Animal
    Listen

    Odd Levels:
    Spot
    Use Rope

    Levels:
    2 Climb
    3 Jump
    4 Swim
    5 Climb
    6 Jump
    7 Swim
    8 Climb
    9 Jump
    10 Swim
    (etc)
    Immortality Awakens
    http://enworld.org/showthread.php?t=134570
    Zarindas hired us to save his half-elf daughter Alyx (short for Alecto), who was cursed by a demon with a wasting disease. An orb will cure the disease, but the demon was bound with it. The demon has broken free.

    He has traveled hundreds of miles to the southeast to retrieve this orb, being repeatedly sidetracked by...
    Level One:
    Spoiler:
    Code:
    Name: Anton Brandovold
    Class: Ranger
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Halina
    
    Str: 13 +1 (05p.)     Level: 1        XP: 350
    Dex: 16 +3 (10p.)     BAB: +1         HP: 9 (1d8+1)
    Con: 13 +1 (05p.)     Grapple: +2     Dmg Red: -/-
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: -
    Wis: 12 +1 (04p.)     Init: +3        Spell Save: +1
    Cha:  8 -1 (00p.)     ACP: -2         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +1    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      2    +1          +3
    Ref:                       2    +3          +5
    Will:                      0    +1          +1
    
    Weapon                  Attack   Damage     Critical
    Longbow, Composite        +4     1d8+0       20/x3
    Lngbw, comp (w/i 30')     +5     1d8+1       20/x3
    Arrows (20)                ++---/-----/-----/-----
    Battleaxe                 +2     1d8+1       20/x3
    Dagger                    +2     1d4+1    19-20/x2
    
    Languages: Common, Undercommon, Giant
    
    Abilities: Favored Enemy (Magical Beast), Wild Empathy
    
    Feats: Track, Point Blank Shot, Precise Shot
    
    Skill Points: 36       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb                      1    +1    -2    +0
    Handle Animal              2    -1          +1
    Heal                       1    +1          +2
    Hide                       4    +3    -2    +5
    Jump                       1    +1    -2    +0
    Knowledge (Dungeoneering)  4    +2          +6
    Knowledge (Nature)         4    +2          +6
    Listen                     2    +1          +3
    Move Silently              4    +3    -2    +5
    Ride                       4    +3          +7
    Spot                       2    +1          +3
    Survival                   4    +1          +5
    Swim                       1    +1    -4    -2
    Use Rope                   2    +3          +5
    
    Equipment:               Cost  Weight
    Battleaxe                 10gp    6lb
    Longbow, Composite       100gp    3lb
    Arrows (20)                1gp    3lb
    Dagger                     2gp    1lb
    Studded Leather           25gp   20lb
    Buckler                   15gp    5lb
    Explorer's Outfit          0gp    0lb
    Waterskin                  1gp    4lb
    *Alchemist's Fire          -gp    1lb
    *Potion Cure Light         -gp    -lb
    *See Notes
    
    Total Weight: 42lb      Money: 104gp  7sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                50   100   150   150   750
    
    Fyodor, Mule                       8gp
      Packsaddle               5gp   15lb
        Rations, trail (6)     3gp    6lb
        Bedroll                1sp    5lb
        Rope, Silk 50'        10gp    5lb
        Feed, x4               2gp   40lb
        Backpack               2gp    2lb
        -Traveler's Outfit     1gp    5lb
        -Chalk (10)            1sp    --
    Mule Weight: 78lb
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              228    459   690  1380   3450
    
    Age: 26
    Height: 6'1"
    Weight: 180lb
    Eyes: Gray
    Hair: Black
    Skin: Light
    Level 3
    Code:
    Name: Anton Brandovold
    Class: Ranger
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Halina
    
    Str: 13 +1 (05p.)     Level: 3        XP: 5845
    Dex: 16 +3 (10p.)     BAB: +3         HP: 23 (3d8+3)
    Con: 13 +1 (05p.)     Grapple: +4     Dmg Red: -/-
    Int: 14 +2 (06p.)     Speed: 30'      Spell Res: -
    Wis: 12 +1 (04p.)     Init: +3        Spell Save: +1
    Cha:  8 -1 (00p.)     ACP: -2         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +1    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      3    +1          +4
    Ref:                       3    +3          +6
    Will:                      1    +1          +2
    
    Weapon                  Attack   Damage     Critical
    Longbow, Composite        +6     1d8+0       20/x3
    Lngbw, comp (w/i 30')     +7     1d8+1       20/x3
    Arrows (20)                +++--/-----/-----/-----/-----
    Battleaxe                 +4     1d8+1       20/x3
    Dagger                    +4     1d4+1    19-20/x2
    
    Languages: Common, Undercommon, Giant
    
    Abilities: Favored Enemy (Magical Beast), Wild Empathy
    
    Feats:
    Track
    Point Blank Shot
    Precise Shot
    Rapid Shot
    Endurance
    Mounted Combat
    
    Skill Points: 54       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Climb                      2    +1    -2    +1
    Handle Animal              3    -1          +2
    Heal                       1    +1          +2
    Hide                       6    +3    -2    +7
    Jump                       2    +1    -2    +1
    Knowledge (Dungeoneering)  6    +2          +8
    Knowledge (Nature)         6    +2    +2    +10
    Listen                     3    +1          +4
    Move Silently              6    +3    -2    +7
    Ride                       6    +3          +9
    Spot                       3    +1          +4
    Survival                   6    +1    +2    +9
    Swim                       1    +1    -4    -2
    Use Rope                   3    +3          +6
    
    Equipment:               Cost  Weight
    Battleaxe                 10gp    6lb
    Longbow, Composite       100gp    3lb
    Arrows (20)                1gp    3lb
    Dagger                     2gp    1lb
    Studded Leather           25gp   20lb
    Buckler                   15gp    5lb
    Explorer's Outfit          0gp    0lb
    Waterskin                  1gp    4lb
    *Alchemist's Fire          -gp    1lb
    *Potion Cure Light         -gp    -lb
    Three-leaf clover
    *See Notes
    
    Total Weight: 42lb      Money: 89gp  12sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                50   100   150   150   750
    
    Fyodor, Mule                       8gp
      Packsaddle               5gp   15lb
        Rations, trail (6)     3gp    6lb
        Bedroll                1sp    5lb
        Rope, Silk 50'        10gp    5lb
        Feed, x4               2gp   40lb
        Backpack               2gp    2lb
        -Traveler's Outfit     1gp    5lb
        -Chalk (10)            1sp    --
    Mule Weight: 78lb
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              228    459   690  1380   3450
    
    Age: 26
    Height: 6'1"
    Weight: 180lb
    Eyes: Gray
    Hair: Black
    Skin: Light
    Last edited by Jdvn1; Saturday, 26th May, 2007 at 08:26 PM. Reason: levelled

 

  • #162

    Raena Celeste Everglade, Halfling Rogue 1

    Code:
    Name: Raena Celeste Everglade
    Class: Rogue
    Race: Halfling
    Size: Small
    Gender: Female
    Alignment: Chaotic Neutral
    Deity: Grendath
    
    Str: 10 +0 (4p.)      Level: 1        XP: 0
    Dex: 18 +4 (10p.)     BAB: +0         HP: 8 (1d6+2)
    Con: 14 +2 (6p.)      Grapple: -4     Dmg Red: ~/~
    Int: 14 +2 (6p.)      Speed: 20'      Spell Res: ~
    Wis:  8 -1 (0p.)      Init: +4        Spell Save: +2
    Cha: 12 +1 (4p.)      ACP: -1         Spell Fail: 15%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +4    +1    +0    +0    18
    Touch: 15              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      0    +2   +1     +3
    Ref:                       2    +4   +1     +7
    Will:                      0    -1   +1     +0
    
    Weapon                  Attack   Damage     Critical   Range
    Rapier                    +1     1d4(+1d6)  18-20/x2    ~
    Dagger                    +1     1d3(+1d6)  19-20/x2    ~
    Dagger (thrown)           +6     1d3(+1d6)  19-20/x2    10'
    Light Crossbow            +5     1d6(+1d6)  19-20/x2    80'
    
    Languages: Common, Halfling, Elven, Gnome
    
    Abilities:
    CLASS ABILITIES:
     - Sneak Attack +1d6
     - Trapfinding
    RACIAL BENEFITS:
     - Small
     - +2 morale bonus on saves vs. fear
     - +1 racial bonus on atk. rolls w/ thrown weapons and slings
     - Favored Class: Rogue
    
    Feats:
    Point Blank Shot
    
    Skill Points: 40       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff (CHA)                2    +1          +3
    Climb (STR)                0    +0    +2-1  +1
    Diplomacy (CHA)            4    +1          +5
    Disable Device (INT)       4    +2          +6
    Disguise (CHA)             2    +1          +3
    Forgery (INT)              2    +2          +4
    Hide (DEX)                 4    +4    +4-1  +11
    Jump (STR)                 0    +0    +2    +2
    Listen (WIS)               2    -1    +2    +3
    Move Silently (DEX)        4    +4    +2-1  +9
    Open Lock (DEX)            4    +4          +8
    Search (INT)               2    +2          +4
    Spot (WIS)                 2    -1          +1
    Sleight of Hand (DEX)      4    +4    -1    +7
    Tumble (DEX)               0    +4    -1    +3
    Use Magic Device (CHA)     4    +1          +5
    
    Equipment:               Cost   Weight
    Rapier                   20gp     1lb
    Dagger x5                 8gp   2.5lb
    Light Crossbow           35gp     2lb
    Studded Leather Armor    25gp    10lb
    Wand of Magic Missile (7c) ??gp    ~lb
    
    Explorer's Outfit         ~gp     ~lb
    
    Backpack                  2gp    .5lb
     - Bedroll                1sp  1.25lb
     - Waterskin              1gp     1lb
     - Flask of Acid         20gp     1lb
     - Potion (CLW)        25gp    ~lb
     - Courtier's Outfit     30gp   1.5lb
     - Trail Rations x4       4gp     1lb
     - Thief's Tools         30gp    .5lb
     - Flint and Steel        1gp     ~lb
     - Lamp, common           1sp     1lb
     - Oil flask (1)          1sp     1lb
     - Mirror                10gp    .5lb
     - Signal Whistle         8sp     ~lb
    
    Total Weight:24.75lb      Money: 32gp 9sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:           24.75  49.5   75   150   375
    
    Age: 23
    Height: 2'11"
    Weight: 31lb
    Eyes: Bright emerald green
    Hair: Wavy auburn
    Skin: Fair
    Appearance: Tiny like all of her kin, Raena Celeste Everglade is a cute little halfling, resembling a human child very much. In fact, with a tiny bit of work, she can disguise herself as such and usually passes for a very charming young lady with wavy locks. Under other, more normal, circumstances, she always wears her studded leather armor. Her wavy auburn hair is usually braided into one long strand that hangs down to her waist. She has troublesome gleam in her eye, always on the lookout for some innocent profit or just simple fun.

    Background: Growing up in an urban environment with her family, Raena has never been a stranger to the "politics" of the streets. Both her mother and father were common street thieves, and they raised their daughter as such. Thus, she largely raised herself. Making many friends in the seedy district, some good, others downright evil, Raena found out very soon the nature of her "dog-eat-dog" world. During her time on the streets, she got involved into more than one plot, some very profitable, some very detrimental to her health, and one driving her from her home town, leaving everything she owned and everyone she knew behind. She traveled across the land for a while, she kept moving in fear of discovery by her dangerous, silent enemy. Finally she has decided to stop her retreat in Orussus. There she raised some gold using her classic "little girl" disguise and has now decided to take a look inside the local tavern she has heard so much about, the Red Dragon Inn.
    Last edited by Kaitlin; Thursday, 24th February, 2005 at 12:04 PM. Reason: "Minor omissions and tiny mistakes" ;)

  • #163

    Lynneth Starreaver, Human Wizard 1

    Code:
    Name: Lynneth Starreaver
    Class: Wizard
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: Chaotic Good
    Deity: Mortalist (Personal) / Grendath / Ulura
    
    Str: 10 +0 ( 2p.)     Level: 1        XP: 0
    Dex: 12 +1 ( 4p.)     BAB: +0         HP: 6 (1d4+2)
    Con: 14 +2 ( 6p.)     Grapple: +0     Dmg Red: --
    Int: 16 +3 (10p.)     Speed: 30'      Spell Res: --
    Wis: 12 +1 ( 4p.)     Init: +1        Spell Save: +3
    Cha: 12 +1 ( 4p.)     ACP: -0         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +1    --    --    +0    11
    Touch: 11              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +2          +2
    Ref:                       0    +1    +2    +3
    Will:                      2    +1          +3
    
    Weapon                  Attack   Damage     Critical
    Quarterstaff              +0     1d6+0      20/x2
    Dagger                    +0     1d4+0      19-20/x2
    
    Languages: Common, Abyssal, Celestial, Draconic
    
    Abilities:
    RACIAL (HUMAN)
     Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
     Human base land speed is 30 feet.
     1 extra feat at 1st level. 
     4 extra skill points at 1st level and 1 extra skill point at each additional level.
     Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
     Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
    
    CLASS (WIZARD)
     Summon Familiar: Nar (Weasel, +2 to Reflex saves, 3 HP)
     Arcane Spellcasting (Bonus Spells: Levels 1, 2, 3)
       Spells Known:
        0 - All Wizard Spells
        1 - Charm Person, Color Spray, Enlarge Person, Mage Armor, Magic Missile, Silent Image
       Spells Prepared:
        0:3 - Detect Magic, Ghost Sound, Daze
        1:2 - Color Spray, Silent Image
    
    Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Illusion)
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Concentration               4    +2   +0     +6
    Decipher Script             1    +3   +0     +7
    Disable Device*            1.0   +3   +0     +5
    Knowledge (Arcana)          4    +3   +0     +7
    Knowledge (Architecture)    1    +3   +0     +4
    Knowledge (Dungeoneering)   1    +3   +0     +4
    Knowledge (Nature)          1    +3   +0     +4
    Knowledge (The Planes)      3    +3   +0     +7
    Knowledge (Religion)        3    +3   +0     +6
    Listen*                     0    +1  (+2)    +3
    Spellcraft                  4    +3   +3     +10
    Spot*                       0    +1  (+2)    +3
    (Skills with a * are cross-class.  Alertness when familiar is near.)
    
    Equipment:               Cost  Weight
    
    Explorer's Outfit         0 gp  0.0 lb
    Spell Component Pouch     5 gp  2.0 lb
    Wizard's Spellbook        0 gp  3.0 lb
    
    Quarterstaff              0 gp  4.0 lb
    Dagger                    2 gp  1.0 lb
    
    Backpack                  2 gp  2.0 lb
    Chalk                     1 cp  0.0 lb
    Flask                     3 cp  1.5 lb
    Scroll Case               1 gp  0.5 lb
    Crowbar (Cold Iron)       4 gp  5.0 lb
    
    Total Weight:19 lb      Money: 5 gp 9 sp 6 cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                33    66    100   200   500
    
    Age: 17
    Height: 5'0"
    Weight: 115 lb
    Eyes: Blue
    Hair: Light brown, shoulder-length
    Skin: Light tan
    Appearance: Lynneth Starreaver is a short slip of a girl who looks at first glance as if she'd be more likely seen on the farm than as an adventurer -- her tanned skin and calloused hands suggest, perhaps, a lifetime, so far, at least, of hard work under the sun. She wears the robes of a scholar, which seem almost out of place, as if she doesn't feel entirely comfortable with them. She has an almost perpetual twinkle in her eye and a slight country twang in her voice.

    Background: Lynneth is a self-taught wizard, and as such can occasionally be a bit high-handed. She's a scholar at heart, with a natural curiosity about forgotten spells and old elven magics, and occasionally steps into places where angels fear to tread, but a lifetime of living on her family's farm near a rather, well, anti-intellectual village has made her feel very self-conscious about her vocation. Lynneth is of mostly human blood with a possible hint of elf a generation or two back that she's heard from family stories, which may explain her affinity for wizardry. She hasn't been formally taught about magic due to her family's lack of money, but as a natural adept, has taught herself out of the books of the more generous scholarly mages in the area, and is looking to expand her knowledge. She carries her lucky cold iron crowbar around with her -- lucky because she discovered its unusual properties when it turned out to be the only weapon in her possession during an unfortunate encounter with a fae.
    Last edited by Amy Kou'ai; Tuesday, 15th February, 2005 at 06:54 PM.

  • #164
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    Waghalter (Lvl 7)

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    I Defended The Walls! WotBS WotBS

    Ignore Jdvn1

    Farid Duropied, Dwarven Fighter 3

    Code:
    Name: Farid Duropied
    Class: Fighter
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: Ayratha
    
    Str: 14 +2 (06p.)     Level: 3        XP: 3904
    Dex: 16 +3 (10p.)     BAB: +3         HP: 34 (3d10+9)
    Con: 16 +3 (06p.)     Grapple: +5     Dmg Red: -/-
    Int: 12 +1 (04p.)     Speed: 20'      Spell Res: -
    Wis: 10 +0 (02p.)     Init: +3        Spell Save: -
    Cha:  8 -1 (02p.)     ACP: -4         Spell Fail: --%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      3    +3          +6
    Ref:                       1    +3          +4
    Will:                      1    +0          +1
    
    Weapon                  Attack   Damage     Critical
    Dwarven Urgosh            +6     1d8+3         20x3
    Dwarven Urgosh (TWF)      +4/+4  1d8+2/1d6+1   20x3
    Warhammer                 +5     1d8+2         20x3
    
    Languages: Common, Dwarven, Giant
    
    Abilities:
    Dwarf Abilities
    
    Spoiler:
    -Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. -Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. -Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal.
    Feats: 1: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh) 2: Power Attack 3: Cleave Skill Points: 18 Max Ranks: 6/3 Skills Ranks Mod Misc Total Appraise (cc) 2 +1 (+2) +3 (+5) Climb 2 +2 -4 +0 Craft (Weaponsmithing) 3 +1 (+2) +4 (+6) Jump 3 +2 -4 +0 Ride 2 +3 -4 +1 Search (cc) 2 +1 (+2) +3 (+5) Equipment: Cost Weight Dwarven Urgosh 50gp 12lb Warhammer 12gp 5lb Scale Mail 50gp 30lb Backpack 2gp 2lb -Waterskin 1gp 4lb -Bedroll 1sp 5lb -Dagger 2gp 1lb Total Weight:59lb Money: 5222gp 9sp 18cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 175 700 Age: 107 Height: 4'3" Weight: 142lb Eyes: Green Hair: Dark brown Skin: Light brown
    Appearance: For this height, Farid seems like a small dwarf. Those not familiar with dwarves would not notice, though, because he often is seen in his armor. When he travels, he can be seen with a backpack as well, but he often just walks around with his weapons on his back. To an expert, Farid's weapons seem pretty well kept and clean, but anyone can tell that he just likes to show them off. He looks to be carrying some pretty heavy stuff, but it doesn't seem to faze him -- but he's probably just used to it.

    Here's what he looks like. Yes, I drew it.

    Personality: Like many dwarves, Farid is a proud man. Growing up the son of a miner and a seamstress, Farid wants to make a name for himself. He does not like to back down from a challenge, and he wants to be known as a brave and reknowned fighter.

    Background:
    Spoiler:
    Farid frew up in a mining community, but wanted a more exciting life. Whe he was old enough, his parents scrounged up enough money for Farid to join the army. Unfortunately, Farid was assigned to a fort that did not provide a lot of action. Because of a good head for weapons, Farid was assigned to the armory, where he learned the ins and outs of a variety of weapons. While the experience was worthwhile, Farid longed for more. When his tour of duty ended, Farid left to try to gain skill in combat. He now works with a weaponsmith in order to support himself, but he likes to stop in taverns to look for other work. This is how, one day, he found the Red Dragon Inn.

    Father: Durek Farid Duropied XII, the Swifthammer


    Notes:
    Spoiler:
    Plan:
    1: TWF, Wpn Foc (DU)
    2: Power Attack
    3: Cleave
    4: Wpn Spec, +1 Dex
    6:Combat Exp, Dbl Wpn Trip
    8: ITWF, +1 Dex
    9: Imp. Trip
    10: Grtr Wpn Foc (DU)
    12: Imp. Crit, +1 Dex




    Previous Levels
    Level 1:
    Spoiler:
    Code:
    Name: Farid Duropied
    Class: Fighter
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: Ayratha
    
    Str: 14 +2 (06p.)     Level: 1        XP: 0
    Dex: 16 +3 (10p.)     BAB: +1         HP: 13 (1d10+3)
    Con: 16 +3 (06p.)     Grapple: +3     Dmg Red: -/-
    Int: 12 +1 (04p.)     Speed: 20'      Spell Res: -
    Wis: 10 +0 (02p.)     Init: +3        Spell Save: -
    Cha:  8 -1 (02p.)     ACP: -4         Spell Fail: --%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      2    +3          +5
    Ref:                       0    +3          +3
    Will:                      0    +0          +0
    
    Weapon                  Attack   Damage     Critical
    Dwarven Urgosh            +4     1d8+3         20x3
    Dwarven Urgosh (TWF)      +2/+2  1d8+2/1d6+1   20x3
    Warhammer                 +3     1d8+2         20x3
    
    Languages: Common, Dwarven, Giant
    
    Abilities:
    Dwarf Abilities
    
    Spoiler:
    -Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. -Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. -Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal.
    Feats: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh) Skill Points: 12 Max Ranks: 4/2 Skills Ranks Mod Misc Total Appraise (cc) 1 +1 (+2) +2 Climb 2 +2 -4 +0 Craft (Weaponsmithing) 2 +1 (+2) +3 Jump 2 +2 -4 +0 Ride 2 +3 -4 +1 Search (cc) 1 +1 (+2) +2 Equipment: Cost Weight Dwarven Urgosh 50gp 12lb Warhammer 12gp 5lb Scale Mail 50gp 30lb Backpack 2gp 2lb -Waterskin 1gp 4lb -Bedroll 1sp 5lb -Dagger 2gp 1lb Total Weight:59lb Money: 122gp 8sp 10cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 175 700 Age: 107 Height: 4'3" Weight: 142lb Eyes: Green Hair: Dark brown Skin: Light brown
    Spoiler:
    Code:
    Name: Farid Duropied
    Class: Fighter
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: Ayratha
    
    Str: 14 +2 (06p.)     Level: 2        XP: 1 034
    Dex: 16 +3 (10p.)     BAB: +2         HP: 23 (2d10+6)
    Con: 16 +3 (06p.)     Grapple: +4     Dmg Red: -/-
    Int: 12 +1 (04p.)     Speed: 20'      Spell Res: -
    Wis: 10 +0 (02p.)     Init: +3        Spell Save: -
    Cha:  8 -1 (02p.)     ACP: -4         Spell Fail: --%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +3    +0    +0    +0    17
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      3    +3          +6
    Ref:                       0    +3          +3
    Will:                      0    +0          +0
    
    Weapon                  Attack   Damage     Critical
    Dwarven Urgosh            +5     1d8+3         20x3
    Dwarven Urgosh (TWF)      +3/+3  1d8+2/1d6+1   20x3
    Warhammer                 +4     1d8+2         20x3
    
    Languages: Common, Dwarven, Giant
    
    Abilities:
    Dwarf Abilities
    
    Spoiler:
    -Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. -Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. -Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal.
    Feats: 1: Two Weapon Fighting, Weapon Focus (Dwarven Urgosh) 2: Power Attack Skill Points: 15 Max Ranks: 5/2.5 Skills Ranks Mod Misc Total Appraise (cc) 2 +1 (+2) +3 Climb 2 +2 -4 +0 Craft (Weaponsmithing) 3 +1 (+2) +4 Jump 2 +2 -4 +0 Ride 2 +3 -4 +1 Search (cc) 1 +1 (+2) +2 Equipment: Cost Weight Dwarven Urgosh 50gp 12lb Warhammer 12gp 5lb Scale Mail 50gp 30lb Backpack 2gp 2lb -Waterskin 1gp 4lb -Bedroll 1sp 5lb -Dagger 2gp 1lb Total Weight:59lb Money: 122gp 8sp 10cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 175 700 Age: 107 Height: 4'3" Weight: 142lb Eyes: Green Hair: Dark brown Skin: Light brown
    Last edited by Jdvn1; Thursday, 6th July, 2006 at 05:26 AM. Reason: levelling
    Bring on the Funk.
    Talk hard.
    My internet connection sucks.
    Wanna run a game? Try EN World's own PbP boards! It's loads of fun. Here are my games so far.
    Other stuff:
    Spoiler:
    Quote Originally Posted by Kemrain
    - Kemrain the Medicated for Your Pleasure.
    Quote Originally Posted by Kemrain
    I pity the thread that talks about Mr. T.

    - Kemrain the Sigged.
    Manamana.
    Hey Houston EN Worlders! Interested in Getting together? Let's meet up and have lunch or something!

  • #165
    Code:
    Name: Artemis Freeman
    Class: Fighter
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: ~
    
    Str: 17 +3 (13p.)     Level: 1        XP: 350
    Dex: 13 +1 (05p.)     BAB: +1         HP: 12/12 (1d10+2)
    Con: 14 +2 (06p.)     Grapple: +4     Dmg Red: ~/~
    Int: 10 +0 (02p.)     Speed: 30'      Spell Res: ~
    Wis: 10 +0 (02p.)     Init: +1        Spell Save: +~
    Cha: 10 +0 (02p.)     ACP: -7         Spell Fail: ~%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +5    +2    +1    +0    +0    +0    18
    Touch: 11              Flatfooted: 17
    
                             Base   Mod  Misc  Total
    Fort:                  2    +2    +0    +4
    Ref:                   0    +1    +0    +1
    Will:                  0    +0    +0    +0
    
    Weapon                  Attack   Damage     Critical
    Longsword                    +4      1d8+3      19-20x2
    Dagger (x2)                  +4      1d4+3      19-20x2
    Shortbow                     +2      1d6             x3
    
    Languages: Common
    
    Abilities: 
    CLASS BENEFITS:
     - Extra Feat at Levels 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20
    RACIAL BENEFITS:
     - Favored Class: Any
     - Extra Feat at First Level
     - 1 Extra Skill Point per Level
    
    Feats: 
     - Power Attack
     - Cleave
     - Quick Draw
    
    Skill Points: 12       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Balance         (DEX)         0     +1   -7     -6
    Climb*          (STR)         4     +3   -7     +0
    Craft (Armor)*  (INT)         2     +0          +2
    Escape Artist   (DEX)         0     +1   -7     -6
    Handle Animal*  (CHA)         2     +0          +2
    Hide            (DEX)         0     +1   -7     -6
    Intimidate*     (CHA)         2     +0          +2
    Jump*           (STR)         0     +3   -7     -4
    Move Silently   (DEX)         0     +1   -7     -6
    Ride*           (DEX)         2     +1          +3
    Swim*           (STR)         0     +3   -7     -4
    
     * - denotes class skill
    
    Equipment:               Cost  Weight
    Longsword                   15gp    4lb
    Dagger (x2)                  4gp    2lb
    Shortbow                    30gp    2lb
    Arrows (20)                  1gp    3lb
    
    Heavy Steel Sheild          20gp   15lb
    Chainmail                  150gp   40lb
    
    Backpack                     2gp    2lb
     - Bedroll                   1sp    5lb
     - Flint & Steel             1gp    ~lb
     - Rations (4 Days)          2gp    2lb
     - Traveller's Outfit        ~gp    ~lb
     - Artisan's Tools           5gp    5lb
    
    Total Weight:81.36lb      Money: 59gp 09sp 00cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:             86   173   260   520  1300
    
    Age: 28
    Height: 5'11"
    Weight: 246lb
    Eyes: Sky Blue
    Hair: Jet Black
    Skin: Tan
    Appearance: A man with very little to say or do, Artemis usually appears to be paying
    little attention to his surroundings. However, on look into his piercing eyes
    lets any traveller know that Artemis is actually looking into your soul.
    Strong but silent, Artemis attacks are forceful and with meaning, every swing
    seeming to be working towards a more ultimate goal. By looking at him, though
    you would not know that he ever got into battles. His armor seems brand new,
    the sword at his side is unblemished. Along the outside of each leg, a dagger can
    be seen. On his back, a large steel shield seems to be covering up a shortbow and
    a quiver of arrows. The chainmail armor he is wearing seems to cover every inch
    of his body, making it hard to see if he wears only that or not. Everything has its
    place on his body, and everything seems as clean as the day it was made. His hair
    is slicked back with one tiny strand of hair braided and hanging over the right side
    of his face, just outside his right eye. The braided strand goes down to about his
    chin while the rest of his hair is cut to about an inch in length.

    Background: The life of a fighter is one of tedium, and the same can be said of Artemis's
    life. He grew up in a civilized society, but never found his niche among his
    circle of friends, so at a young age, he began teaching himself the fine art
    of armorsmithing. Under the tutelage of an old dwarven armorsmith, Artemis
    began learning the fine art of crafting armor from the various metals of the
    world. Through this profound understanding he was acquiring, he began to
    teach himself how to put on and take off these suit of armor, leading him to
    also teach himself about the art of swordfighting. Now that he had finally
    found his place and purpose, Artemis left his armorsmithing apprenticeship to
    join in the local guard. He spent a good many years in the guard, until about
    one year ago, when he heard of his dwarven friend's demise. At this point,
    Artemis retired from the guard and now had taken over the smithing business.
    Learning that the business wasn't for him, he left that to begin pursuing other
    adventures. He can, most of the time, be found out wandering the roads and
    countryside, looking for any adventure he can get himself into...

    *
    Spoiler:
    350 XP from Armgill's Heirloom
    50 gp from Armgill's Heirloom
    Last edited by Tassadar; Tuesday, 19th April, 2005 at 06:49 PM.

  • #166

    Crlin

    Still working on this one (2006-06-22)

    Code:
    Name: Crlin, of the Kayeds
    Class: Brd1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Grendath
    
    Str: 16 +3 [10p]     Level: 1        XP: 0
    Dex: 14 +2 [6p]      BAB: 0          HP: 13
    Con: 12 +1 [4p]      Grapple: +3     Dmg Red: none
    Int: 10 +0 [2p]      Speed: 30'      Spell Res: none
    Wis: 10 +0 [2p]      Init: ?         Spell Save: N/A
    Cha: 14 +2 [6p]      ACP: See below  Spell Fail: N/A
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10     +3    +2    +2    +0    +0    +0    17
    Touch:              12
    Flatfooted:         13
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1    +0    +1
    Ref:                       2    +0    +0    +2
    Will:                      2    +0    +0    +2   
    
    Weapon                  Attack   Damage     Critical
    Morning star              +3     1d8+3     20x2
    Long sword                +3     1d8+3     19-20x2
    Whip                      +3     1d3+3*    x2    15' reach
    
    * = Nonlethal damage
    
    Languages: Common, Tribal?
    
    Abilities: 
    
    Feats: 
    
    Skill Points: 36       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Appraise (b)               0    +2          +2
    Balance (b)                0    +0          +0*
    Bluff (b)                  0    +2          +2
    Climb (bf)                 0    +3    +0    +3*
    Concentration (b)          0    +2          +2
    Craft (bf)
    Diplomacy (b)              0    +2          +2
    Disguise (b)               0    +2          +2
    Escape Artist (b)          0    +3          +3*
    Forgery (x)                0    +2          +2
    Gather Information         0    +2          +2
    Handle Animal
    Heal                       0    -1          -1
    Hide                       0    +3         +11*
    Intimidate                 3    +0          +3
    Jump                       5    +2          +9*
    Listen                     0    -1          +1
    Move Silently              4    +3          +9*
    Open Lock                  4    +3          +7
    Perform (oratory)
    Ride                       0    +3          +3
    Search                     4    +2          +6
    Sense Motive               0    -1          -1
    Spot                       0    -1          -1
    Survival                   0    -1          -1
    Swim                       0    +2          +2**
    Tumble                     4    +3    +2    +9*
    Use Magic Device           4    +0          +4
    Use Rope                   0    +3          +3
    
    * = ACP applies, ** = Double ACP applies
    
    ACP with Studded leather armor: -1
    
    Equipment:               Cost  Weight
    Travellers outfit        0gp
    Morning Star             8gp      6lb
    Long sword               15gp     4lb
    Whip                     1gp      2lb
    Heavy wooden shield      7gp     10lb
    Studded Leather          25gp    20lb
    Wand, Cure Light Wounds  75gp     -    5 charges
    Flask of Acid            10gp     1lb
    Lantern, Hooded           7gp     2lb
    Bedroll                  1sp     5lb
    Flint and Steel          1gp     -
    Oilskin, 4 pints        14sp     4lb
    Waterskin, 4 pints      10sp     4lb
    Rations, 7              35sp     7lb  
    
    Total Weight:??lb      Money: 4gp 9sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               43.5   87   130   260   650
    
    Age: 28
    Height: 5'10"
    Weight: 174lb
    Eyes: Brown
    Hair: Brown, cut short
    Appearance:

    Background:
    Crlin was part of an isolated nomadic tribe called the Kayeds. Few in the tribe could read or write, so their history and stories were passed on by telling stories. In ancient times, the bards of the tribes were called Skalds, who travelled wide and far, sharing their stories with other tribes. This practice continues, but now the Skalds also brings news from the outside world to the tribes and help arbitrate deals between the tribes and the cities. The once great Kayed clan is now mostly a semi-nomadic village of tribesmen that live off hunting, and trade the furs to merchants in return for goods and food. Still, the Kayeds are also viewed as fearless warriors, though rarely swayed to come to one cause or the other as long as their territories aren't threatened.

    Crlin left his tribe many years ago, seeking to find fortunes and stories. He returns every now and then, spends a month with his mother and father, sharing stories, and then leaves again.

    Currently:

    Experience tracker:

    Party funds:
    Last edited by rln; Thursday, 22nd June, 2006 at 11:03 AM.
    Living ENWorld character: Ogrin Brutalfist, currently in Manzanita's S3: Scythe of Seto
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  • #167
    Code:
    Name Jasper "Bookworm" Goodheart
    Class Wizard
    Race Halfling
    Size Medium
    Gender Male
    Alignment Neutral Good
    Deity ~
    
    Str 08 -1 (02p.)     Level 1        XP 0
    Dex 18 +4 (10p.)     BAB +0         HP 5 (1d4+1)
    Con 12 +1 (04p.)     Grapple -5     Dmg Red ~
    Int 16 +3 (10p.)     Speed 20'      Spell Res ~
    Wis 10 +0 (02p.)     Init +4        Spell Save +3
    Cha 10 +0 (02p.)     ACP -0         Spell Fail XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor              10    +0    +0    +4    +1    +0    +0    15
    Touch 15              Flatfooted 11
    
                             Base   Mod  Misc  Total
    Fort                      0    +1    +3    +4
    Ref                       0    +4    +1    +5
    Will                      2    +0    +1    +3  (+5 vs. FEAR)
    
    Weapon                  Attack   Damage     Critical
    Quarterstaff               0     1d4-1/1d4-1     x2
    Crossbow, light           +5     1d6        19-20x2
    Dagger (melee)             0     1d3-1      19-20x2
    Dagger (thrown)           +6     1d3        19-20x2
    
    Languages 
     - Common
     - Halfling
     - Draconic
     - Goblin
     - Gnome
    
    Abilities
    
    RACIAL TRAITS:
     - +2 Dexterity, -2 Strength:  Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
     - 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:  Halflings are agile, surefooted, and athletic.
     - +1 racial bonus on all saving throws:  Halflings are surprisingly capable of avoiding mishaps.
     - +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:  Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
     - +2 racial bonus on Listen checks:  Halflings have keen ears.
     - Automatic Languages:  Common and Halfling.  Bonus Languages:  Dwarven, Elven, Gnome, Goblin, and Orc.  Smart halflings learn the languages of their friends and enemies.
     - Favored Class:  Rogue.  Al multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.  Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.
    
    CLASS TRAITS (WIZARD):
     - Summon Familiar
     - Scribe Scroll:  You can create scrolls, from which you or another spellcaster can cast the scribed spells.
     - Spells Known:
       0 (ALL) - ALL
       1 (6) - Magic Missle, Mage Armor, Identify, Comprehend Languages, Ray of Enfeeblement, Chill Touch
     - Spells Prepared (Bonus 1, 2, 3):
       0 (3) - Ray of Frost, Disrupt Undead, Read Magic
       1 (2) - Magic Missle, Mage Armor
    
    Feats
     - Scribe Scroll - You can create a scroll of any spell that you know.  Scribing a scroll takes one day for each 1,000 gp in its base price.  The base price of a scroll is its (spell level x (caster level) x 25) gp.  To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.  Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost.  In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
     - Eschew Materials - You can cast any spell that has a material component costing 1 gp or less without needing that component.  (The casting of the spell still provokes attacks of opportunity as normal.)  If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
     - Alertness (when within arms reach of familiar) - You have finely tuned senses.
    
    Skill Points 20       Max Ranks 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb (STR)*               0    -1    +2    +1
    Concentration (CON)        4    +1          +5
    Decipher Script (INT)      2    +3          +5
    Hide (DEX)*                0    +4    +4    +8
    Jump (STR)*                0    -1    -4    -5
    Knowledge (Arcana) (INT)   4    +3          +7
    Knowledge (History) (INT)  1    +3          +4
    Knowledge (Local) (INT)    1    +3          +4
    Knowledge (Nature) (INT)   1    +3          +4
    Knowledge (Arch/Eng) (INT) 1    +3          +4
    Knowledge (Nobility) (INT) 1    +3          +4
    Knowledge (Religion) (INT) 1    +3          +4
    Move Silently (DEX)*       0    +4    +2    +6
    Listen (WIS)*              0    +0    +4**  +4
    Spellcraft (INT)           4    +3          +7
    Spot (WIS)*                0    +0    +2**  +2
    
     * - Cross Class Skill
     ** - +2 if Alertness Feat Applys
    
    Equipment               Cost  Weight
    Quarterstaff             ~~cp    2lb
    Light Crossbow           35gp    2lb
     - Bolts, crossbow (x20)  2gp    1lb
    Dagger                    2gp   .5lb
    
    Explorer's Outfit        ~~gp   ~~lb
    
    Backpack                  2gp   .5lb
     - Ink (1 oz. vial) (x2) 16gp   ~~lb
     - Spellbook, wizards    15gp    3lb
     - Spell Component Pouch  5gp    2lb
     - Signet Ring            5gp   ~~lb
     - Rations, trail (x4)    2gp    1lb
     - Sealing Wax            1gp    1lb
     - Waterskin              1gp    1lb
     - Flint and Steel        1gp   ~~lb
     - Paper (sheet) (x2)     8sp   ~~lb
     - Bedroll                1sp 1.25lb
     - Inkpen                 1sp   ~~lb
     - Torch                  1cp    1lb
    
    Total Weight16.23lb      Money 31gp 09sp 09cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight               19.5 39.25   60    120   300
    
    Age 45
    Height 3'2"
    Weight 31lb
    Eyes Black
    Hair Black
    Skin Tan and Rough
    Appearance Jasper has a knack for keeping is nose to the book, so although his skin is really rough, in comparison to many of the other Halflings you might see, Jasper's skin looks quite soft. His eyes and hair are as dark as the night's sky. He looks like many a wizard, with the cloak hanging over his body, flowing down to the ground. However, the hood of his cloak is constantly down, giving way to a bright red scarf that adorns his neck. This scarf is normal in it's look, save for the fact that it looks like it was made to fit a human. The scarf hangs down past his knees outside of his cloak. The solid dark blue cloak is well complimented by this scarf, and if it weren't for the scarf, Jasper might not be recognizable at all. He walks around with his quarterstaff out constantly (sometimes doing tricks...poorly), and looks to be just getting into the prime of his life. He always seems smiling and happy, like he just got away with something that he shouldn't have.

    Background Jasper was born in a tiny little village with 2 brothers and 1 sister. His parents didn't really want him getting into the trouble that his siblings before him had been in, so they made sure to school him well. After getting his first look at a book, Jasper was instantly drawn in by them. This is how he got his nick-name. While walking down the street, one could see Jasper reading, and it seemed that every day, he was on to a new book. One day, while in the library, he came across a book in a language he did not know. That language turned out to be Draconic. He took many years of his childhood deciphering that book, and finally, one day, he managed to get what it said. The halflings in the town, unbeknownst to them, had placed a spellbook in with their regular books. Jasper, being as curious as he was, wanted to find a way to "use" the book, so he went out searching for a way. He finally came across a wizard's guild, and began learning the ways of an arcane mage. The spellbook has become his personal spellbook, and he is on a never-ending quest for true understanding of Arcana...oh, and quest for books. That too. This endless search for knowledge has led him to the Red Dragon Inn.
    Last edited by Tassadar; Wednesday, 13th April, 2005 at 04:32 AM.

  • #168
    Registered User
    Minor Trickster (Lvl 4)



    Join Date
    Jan 2002
    Location
    Dayton, OH
    Posts
    1,657

    Ignore Enkhidu
    Code:
    Name: Malen
    Class: Wizard
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: N
    Deity: -
    
    Str: 13 +1 (5p.)      Level: 1        XP: 0
    Dex: 13 +1 (5p.)      BAB: +0         HP: 7 (1d4+3)
    Con: 16 +3 (6p.+2)    Grapple: +1     Dmg Red: -/-
    Int: 16 +3 (10p.)     Speed: 20'      Spell Res: -
    Wis: 12 +1 (4p.)      Init: +1        Spell Save: +3
    Cha: 6  -2 (0p.-2)    ACP: --         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    +3          +3
    Ref:                       0    +1          +1
    Will:                      2    +1          +3
    
    Weapon                  Attack   Damage     Critical
    Club                      +1      1d6+1         20/2 
    Dagger                    +1      1d4+1      19-20/2
    Light X-Bow               +1      1d8        19-20/2
    
    Languages: Dwarven, Common, Bonus: Draconic, Goblin, Orc
    
    Abilities: 
    Racial - 
               Darkvision 60' 
               Stonecunning
               Stability 
               +2 save vs. poisons
               +2 save vs. spells/spell-like effects
               +1 attack vs. orcs and goblinoids
               +4 dodge vs. giants
               +2 on stone/metal Appraisals
               +2 on stone/metal Crafting
               Weapon Familiarity
    Class - 
              Bonus Feats (Wizard)
              Draconic as a possible bonus language
              Familiar 
    
    Proto - Familiar: Varti the Rat. Lives in the many pockets of Malen's vest,
                         and occasionally Malen's unkempt beard. When Malen finally calls
                         his familiar, he fully expects Varti to undergo the transformation
                         into Magical Beast and take the role. However, Malen has decided
                         not to wait for the ritual before granting Varti all the "priveleges"
                         the station holds. Malen therefore treats the rodent as his familiar,
                         reality notwithstanding.
    
    
    Feats: 
    Scribe Scroll (bonus from Wizard) 
    Still Spell
    
    Skill Points: 20       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Stone/Metal)*    0    +3    +2    +5
    Concentration              4    +3          +7
    Craft (Alchemy)            2    +3          +5
    Craft (Decorative Metal)   3    +3    +2    +8
    Decipher Script            2    +3          +5
    Knowledge (Arcana)         3    +3          +6
    Knowledge (Engineering)    1    +3          +5
    Knowledge (Planes)         1    +3          +4
    Spellcraft                 4    +3          +7
    
    * Skills with no ranks, but with bonuses from either race or familiar.
    
    Equipment:               Cost  Weight
    Explorer's Outfit         0gp    8lb
    Pocketed Vest*           12gp    4lb  (See Below)
    -- Spell Comp Pouch       -      -   (included)
    -- Vest Pouch Left        -      -   (included)
    -- -- Spare Change (see below)
    -- Vest Pouch Right       -      -   (included)
    -- -- Ink Vial            8gp    -
    -- -- Ink Quills (2)      2sp    -
    -- -- Map Case            1gp   .5lb
    -- -- Parchment (5)       1gp    -
    -- -- Chalk (3)           3cp    -
    Club                      0gp    3lb
    Daggers (2)               4gp    2lb
    Light Crossbow           35gp    4lb
    Crossbow Bolts (40)       4gp    4lb
    Backpack                  2gp    2lb
    -- Empty Flask (2)        6cp    3lb
    -- Flint and Steel        1gp    -
    -- Bedroll                1sp    5lb
    -- Sack                   1sp   .5lb
    -- Trail Rations (3)     15sp    3lb
    -- Artisan's Tools        5gp    5lb (Decorative Metal) 
    -- Spellbook*             -      3lb (See Below)
    
    *Pocketed Vest -
             A simple yet durable overgarment festooned with easily accessible
             pockets. Larger pockets on either side of the vest hold as much as
             belt pouches, while smaller pockets hold spell components. (Price and
             weight is equivelent to to 2 belt pouches, a component pouch, and
             and extra lb and 3 extra gp for heavy cloth and soft leather garment).
    *Spellbook - 
              Malen's spellbook is leather bound with acid-etched plates on the
              inner covers and in the middle to provide backing and strength. Each
              plate holds what Malen considers his personal rune. It currently
              contains the following spells: All 0-Level spells, endure elements,
              enlarge, identify, shield, sleep, unseen servant. The page
              with identify is not written on paper, but is embossed and etched
              on a sheet of metal, much like that of the cover sheets.
                              
    
    
    Total Weight:47lb      Spare Change: 44gp 18sp 19cp  
    
                            Lgt   Med   Hvy  Lift  Push
    Max Weight:              50    100   150  150  750
    
    Age: 157
    Height: 4'5"
    Weight: 129lb
    Eyes: Black
    Hair: Dingy Brown
    Skin: Pale and scarred
    Appearance:

    "See that dwarf alone at that table? No, not that one, the one over there talking to himself. He's a strange duck, he is. Came in last night looking for a place to stay, ordered a pint and a block of cheese. He scoops up the flagon, and quick as you can say 'Bob's your uncle' a rat pops right out of his wild beard, grabs the cheese, and scampers back in. He hadn't said a word to anyone since!"

    Malen is a bald and brown bearded dwarf with a face that not even a mother could love. In happier times, he would have simply been homely, or possible average looking in the right light, but his burn scarred forehead and brainpan have kept Malen well out of the sweet dreams of many an dwarf maid. Worse, his beard, though thick, is shamefully ill-groomed, loosely braided near the bottom half to make a nest of sorts for a rat he calls Varti.

    Malen wears simple yet sturdy garments made of soft leather and cloth and festooned with pockets. Save for his burns and his mannerisms, he is eminintly forgettable.

    Background:
    Spoiler:
    Malen hails from Mt. Yurgind, once a stronghold of the dwarves, and like many of the dwarves of his generation he had grown up thinking only of craft. Though the clans of Yurgind were locked in an age old war with the goblins, the fighting was mainly away from the settled areas in the mountain, and the fighters were volunteers who joined the Companies - professionals interested in reclaiming aeras, mines, and goods lost in the war. This left Malen and many of his peers to pursue other, less martial, arts, and they did with gusto. Craftsmanship during that time reached levels unseen in hundreds of years. Yet that same dedication to craft over war led to a dwarven downfall.

    When the goblins came, they came quickly, striking without warning at the heart of the dwarven cities, and in force. Within days, the Companies pulled out of the contested caverns to fight the goblinoid forces, though by then it was too late - and some say that it would not have mattered anyway. Within a month, the goblins controlled nearly every cavern, tunnel, and hall under the mountain. Then, just as swiftly as they had started their attacks, they ended them, leaving a handful of clans intact. Soon remnants of other clans - survivors of horrors that they could not describe - came in ones and twos to these untouched clans, where they were accepted with open arms. Malen, burned and scarred nearly beyond recognition, was one such dwarf.

    As Malen recovered from his injuries, he was put to work in the smithys, assisting as best he could in working metal for the weapons that the remnants of the dwarves made as quickly as they could. He threw himself into his work, determined to make the goblins pay for what they had done in whatever way he could. And later, when the clans realized that the old ways - that of hammer and blade and shield - were not enough to defeat their enemies, Malen was one of the first volunteers to study the Arcane Arts. Using this knowledge, he produced scroll after scroll for the skirmishers already using such arts for their guerilla war.

    But, as the years dragged on, Malen grew dissatisfied. Apprentices he trained in scroll making went of to fight while he was stuck making supplies. And the war was not going well - the strategy of the clan fathers had not proved effective. So, on the 100th year to the day after his clan was attacked, he left Yurgind, determined to find something - anything - that he could use to turn the tide. But to do that, he would first require power - power enough to master the most potent magics.


    Personal Notes:

    - Malen has dropped his last name for his travels, and has sworn he will not take it back until he again stands in the hall of his forefathers. Because of this, dwarves may think ill of him.

    - Malen, due to the events during the attack on his clan (which he does not speak of, even to friends) has both an aversion (though not fear) to fire and and deep and abiding hatred of bugbears. As such, we will not use fire spells (though mechanically identical spells with a different element are fine) and has a penchant for attacking bugbears on sight, even when faced by poor odds.

    - Malen's low Charisma is a combination of his appearance, his lack of social graces, and an annoying habit of talking jargon to people who don't understand it.
    Last edited by Enkhidu; Wednesday, 16th March, 2005 at 05:33 AM. Reason: More corrections
    I was the Iron DM: Iron DM Winter 2004 and Newbie Holiday Iron DM 2003

    Check out the Small Beginnings Story Hour, completed, and the new thread the Heroes of Icemist.Or a new SH In the Shadow of the Wood

  • #169
    Registered User
    Novice (Lvl 1)

    spycat's Avatar

    Join Date
    Feb 2005
    Location
    san antonio
    Posts
    51

    Ignore spycat
    Code:
    Name: Keth
     
    Sex: Male Race: Half-Orc Class: Fighter Level: 1
    Alignment: Neutral Good
    Player: spycat
    
    Abilities:
     
    Strength 18 (+4)
    Dexterity 15 (+2)
    Constitution 14 (+2)
    Intelligence 8 (-1)
    Wisdom 12 (+1)
    Charisma 6 (-2)
     
    Size: Medium
    Height: 6' 3"
    Weight: 390 lb
    Skin: Gray
    Eyes: Black
    Hair: None
    
    Total Hit Points: 12
     
    Speed: 30 feet
     
    Armor Class: 13 = 10 +1 [padded] +2 [dexterity]
    Touch AC: 12
    Flat-footed: 11
     
    Initiative modifier: +2 = +2 [dexterity]
     
    Fortitude save: +4 = 2 [base] +2 [constitution]
    Reflex save: +2 = 0 [base] +2 [dexterity]
    Will save: +1 = 0 [base] +1 [wisdom]
     
    Attack (handheld): +5 = 1 [base] +4 [strength]
    Attack (unarmed): +5 = 1 [base] +4 [strength]
    Attack (missile): +3 = 1 [base] +2 [dexterity]
    Grapple check: +5 = 1 [base] +4 [strength]
     
    Light load: 100 lb. or less
    Medium load: 101-200 lb.
    Heavy load:201-300 lb.
    Lift over head:300 lb.
    Lift off ground:600 lb.
    Push or drag:1500 lb.
     
    Languages: Common, Orc
    
    Dagger [1d4 +4(Str), crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing or slashing]
     
    Throwing Axe (x2) [1d6 +4 (Str), crit x2, range inc 10 ft., 2 lb, light, slashing]
     
    Greatsword [2d6 +6(Str, 2 handed), crit 19-20/x2, 8 lb., two-handed, slashing]
     
    Padded armor [light; +1 AC; max dex +8; check penalty 0; 10 lb.]
     
    Feats:
     
    Agile
    Quick Draw
     
    Traits:
    Ability/ Skill Mod/ Ability Mod/ Ranks/ Misc. Mod
     
    Balance Dex* 4 = +2 +2 [agile]
    Climb Str* 6 = +4 +2
    Concentration Con 2 = +2
    Escape Artist Dex* 4 = +2 +2 [agile]
    Heal Wis 1 = +1
    Hide Dex* 2 = +2
    Jump Str* 4 = +4
    Listen Wis 1 = +1
    Move Silently Dex* 2 = +2
    Ride Dex 4 = +2 +2
    Sense Motive Wis 1 = +1
    Spot Wis 1 = +1
    Survival Wis 1 = +1
    Use Rope Dex 2 = +2
     
    * = check penalty for wearing armor
     
    Bonuses:
    Half-Orc:
    +2 strength / -2 intelligence / -2 charisma (already included)
    Darkvision (see 60 feet in pitch-dark)
    Orc blood
     
    Fighter:
    Bonus Feats (already included)
    
     
    Class HP rolled
    Level 1: Fighter 10
     
    Keth's Equipment:
     
    21 lb Weapons / Armor / Shield (from above)
    2 lb Backpack
    3 lb Blanket, winter x1
    1 lb Canvas (1 yard)
    5 lb Crowbar
    	 Flint and steel
    4 lb Grappling hook
    10 lb Rope (50', hempen) x1
    1 lb Sacks x1
    8 lb Spade / shovel
    _____
    55 lb Total
     
    money
    P   00
    G   157
    S   03
    C   00
    History: Keth was left on the doorstep of a wealthy family in a small coastal town. The owner of the house was going to have the baby half orc thrown into the river but his sons fencing instructor took pity on the baby and decided that rather then watch it drown he would take him home and raise him himself.with the cowl of his cloak over his head and his gloves on most people cant even tell that hes a half orc from his gait or his speach. After his adopted fathers death Keth decided to journey and live out his life like the adventuresin the stories his father told him.
    Last edited by spycat; Saturday, 12th March, 2005 at 04:59 AM.

  • #170
    Registered User
    Acolyte (Lvl 2)

    jayaint's Avatar

    Join Date
    Jul 2002
    Location
    Missouri
    Posts
    331

    Ignore jayaint
    Code:
    Name: Thanyvan Broadoak
    Class: Druid
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: N
    Deity: Phyrah
    
    Str: 6 -2 (0p)      Level: 1        XP: 0000
    Dex: 16 +3 (6p)     BAB: +0         HP: 10 (1d8+2)
    Con: 14 +2 (6p)     Grapple: -6     
    Int: 12 +1 (4p)     Speed: 20'       
    Wis: 17 +1 (13p)    Init: +3        
    Cha: 9  -1 (1p)     
    
    (Base of 8 Str, and 14 DEX which point-buy pts represent, 
    adjusted for Halfling racial adjustments.)
    
                      Base  Armor Shld  Dex  Size  Nat   Misc   Total
    Armor:             10    +2   +0    +3    +1   +0    +0      16
    Touch: 14              
    Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2    +1    +5
    Ref:                       0    +3    +1    +4
    Will:                      2    +3    +1    +6
    
    (+1 misc bonus from Halfling Racial bonus)
    
    Weapon                  Attack   Damage     Critical
    Quarterstaff(S)           -1      1d4-2        x2
    Dagger(S) x3              -1      1d3-2     19/20-x2
    Thrown Dagger(S) x3       +4       1d3      19/20-x2
    
    (Melee attacks @ -2 STR, +0 BAB, +1 Size bonus)
    (Ranged attacks @ +3 DEX, +0 BAB, +1 Racial thrown weapon bonus)
    
    Languages: Common, Druidic, Sylvan, Halfling
    
    Abilities: Animal Companion (Tiny Owl), nature sense, wild empathy, 
    size bonuses, +2 bonus to Climb, Jump and Move Silently, 
    +1 bonus to saving throws, +2 bonus on saves vs. fear, 
    +1 bonus on thrown weapons, +2 bonus on Listen checks. 
    
    Feats: Combat Casting
    
    Skill Points: 20       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc   Total
    Climb                      0     -2     +2    +0
    Concentration              4      2     +4    +10
    Handle Animal              2     -1           +1
    Hide	                   0      3     +4    +7
    Jump                       0     -2     +2    +0
    Kn (nature)                4      1     +2    +7
    Listen                     0      3     +2    +5
    Move Silently              0      3     +2    +5
    Profession (guide)         2      3     +0    +5
    Spellcraft                 2      1     +0    +3
    Spot                       2      3     +0    +5
    Survival                   4      3     +2    +9
    *Cross-Class skill
    
    (Ranks only in Concentration, Handle Animal, Know (nature), Profession, 
    Spellcraft, Spot, and Survival. The other skills are listed b/c of racial 
    or class-based bonuses.)
    
    Equipment:                      Cost   Weight
    
        Leather Armor                10gp   7.5lbs
    
        Quarterstaff(S)              N/A     2lb
        Daggers(S) x3                6gp    1.5lb  
          
          Backpack                    2gp    2lb
        Piece of chalk                1cp    N/A
        Flint and steel               1gp    N/A
        Small steel mirror            10gp  0.5lb
        Waterskin [1]                 1gp    1lb
        Sack (empty)                  1sp    0.25lb
    
          Belt Pouch                  1gp  0.25lb
        Money                         N/A   N/A
      
    Money:  49gp 8sp 9cp
    
    Total Weight: 15 lbs.
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                 15    30    45    90   225
    
    Tyrrette, Owl (Animal Companion) Tiny Animal
    HP: 8
    Move: 10ft, fly 40ft (avg)
    Init: +3
    AC: 17
    BAB: +0
    Attack: Talons +5 melee (1d4-3)
    
    Fort: +2
    Refl: +5
    Will: +2
    
    Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
    
    Skills: Listen +14, Move Silently +17, Spot +6
    
    Feats: Weapon Finesse
    
    Abilities: Low Light Vision
    Backstory: (This is all PUBLIC knowledge.) Thanyvan is small, even by halfling standards. He is the third son of a prosperous and prominent halfling family of guides. They lead expeditions to and from key trading posts and hunting grounds in their homeland. Thanyvan, however, was born a runt. He never grew up fully, nor filled out properly. He was plenty healthy, but never as strong as the other young halflings.

    This problem was made worse by the fact that his two older brothers were the heroes of a local skirmish that staved off a band of raiders who were intent on razing their encampment. They were paraded around and celebrated while poor Thanyvan was left to stew in his shortcomings.

    He felt alone and confused and didn't really have any friends there. So he took to long, solitary walks in the woods. After awhile he was convinced that someone was watching him, but he couldn't tell any of his family because they already thought he was strange enough.

    Sure enough, one day as he was walking he came across a tiny owl sprawled on the path. The owl was crying out pitifully, and he set it up on its wobbly feet and looked it in the eyes. He felt a strange bond, like a static spark jump between them. That's when the druids poked their heads around the trees and welcomed him to their ranks.

    He left his family without much trouble, or crying. They were secretly glad to be rid of the runty halfling who would most likely only bring shame to their name, and he was less secretly glad to find a group of friends who would support him and help him.

    Appearance: Thanyvan is short and wiry, even for halflings, being less than 3 ft. tall. His long stringy blonde hair is usually a mess from travelling and no cleaning. He has bright green eyes, and smooth fair skin. Tyrrette, his owl, is almost jet black, with only white rings around his eyes which give him a comical look at night. He keeps his leather armor dappled in the colors of the forest, and likes to try and keep up with the seasons. He keeps one shoulder piece free of color however, and decorates it only with Phyrah's crossed fingers, sketched out in chalk or charcoal. He believes he hears her speak to him on windy walks across wide fields.

    Goals: To bring some sort of favor to his family's name, hopefully by pleasing the Goddess he now serves.

    Normal Day's Spell Preparation:

    0th level: (3)
    Create Water
    Cure Minor Wounds
    Light

    1st level: (1 +1 bonus spell from WIS)
    Entangle
    Produce Flame
    Last edited by jayaint; Thursday, 10th March, 2005 at 03:10 AM.
    Just me...

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