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  1. #241
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    Talbin "Red" Longstrider

    Level 4, approved. Enough xp to level up to level 5
    Code:
    Name: Talbin "Red" Longstrider
    Class: Rogue
    Race: Halfling (Tallfellow)
    Size: Small
    Gender: Male
    Alignment: CG
    Deity: Personal Mortalist / Geoth
    
    Str: 12 +1 ( 6p.)     Level: 4        XP:  11,575
    Dex: 19 +4 (10p.)     BAB: +3         HP:   23 (6+1+4+1+5+1+4+1)
    Con: 12 +1 ( 4p.)     Grapple: 0      Dmg Red:  -/-
    Int: 14 +2            Speed: 20'      Spell Res:  -
    Wis: 10 +0 ( 2p.)     Init: +4        Spell Save: +0
    Cha: 10 +0 ( 2p.)     ACP:  0         Spell Fail: -
    Level 4 point: +1 to dex
    
    Current hp: 23
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +4    +1    +0    +0    19*
    Touch: 15*              Flatfooted: 19*
    *: add 1 for dodge opponent
    
                             Base   Mod  Misc  Total
    Fort:                      1    +1     +1   +3
    Ref:                       4    +4     +1   +9
    Will:                      1    +0     +1   +2
    +2 morale bonus on saving throws against fear
    
    Weapon                  Attack   Damage     Critical
    Darkwood Longspear        +6     1d6+1      20x3
    Silver Shortsword         +5     1d4        19-20x2
    MW Sling                  +10    1d3+1      20x2
    
    Languages: common, halfling, goblin, elven
    
    Abilities:
    +2 racial bonus on Search, Spot, and Listen checks.
    Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
    +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.
    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. 
    
    Sneak attack 2d6
    Trapfinding
    Evasion
    Trap sense +1
    Uncanny dodge
    
    Feats: Combat Reflexes (5 AoO's per round), dodge
    
    Skill Points: 70       Max Ranks: 7/3.5
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)             1     2     0      3
    Balance (Dex)              0     4     2      6
    Bluff (Cha)                2     0     0      2
    Climb (Str)                2     1     0      3
    Diplomacy (cha)            0     0     0      0
    Disable Device (Int)       6     2     2      10
    Disguise (cha)             0     0     0      0
    Escape Artist (Dex)        0     4     0      4
    Gather Information (Cha)   0     0     0      0
    Hide (Dex)                 7     4     4      15
    Intimidate (cha)           0     0     0      0
    Jump (str)                 5     1     2      8
    Listen (Wis)               6     0     2      8
    Move Silently (Dex)        7     4     0      11
    Open Lock (Dex)            6     4     2      12
    Perform (Dance)           1     0     0      1
    Ride (Dex)                 0     4     0      4
    Search (Int)               7     2     2      11
    Sleight of Hand (Dex)      2     4     0      6
    Spot (Wis)                 7     0     2      9
    Survival (wis)             0     0     0      0
    Tumble (Dex)               7     4     2      13
    Use Magic Device (Cha)     4     0     0      4
    Use Rope (Dex)             0     4     0      4
    Racial bonusses: +2 to search, spot and listen
    Synergy bonusses: +2 to jump due tumble, +2 to tumble due jump, +2 to balance due tumble.
    Other bonusses: +2 to open lock, disable divice from masterwork thieves tools
    +4 size bonus to hide
    
    Equipment:               Cost  Weight
    Silver Shortsword        25gp    1lb
    MW Sling                250gp*   0lb
    sling bullets (22)         22cp       11lb
    MW Mithral chainshirt   852gp* 6.25lb
    Backpack                  2gp  0.5lb
    Outfit (adventurer's)     0gp    0lb
    Belt Pouch                1gp    0.125lb
    Chalk                     1cp    0lb
    Signal whistle          0.8gp    0lb
    Flint & steel             1gp    0lb
    Candle (2)                2cp    0lb
    Potion of CLW (3)       150gp    0lb
    Darkwood Longspear      300gp* 2.25lb
    Everburning Torch       110gp    1lb
    MW Thieves tools         100gp   2lb
    *: crafted by juliana
    Bedroll                 0.1gp    1.25lb
    Rations (12 days)         6gp    3lb
    Waterskin                 1gp    0.25lb
    
    Carried by Juliana
    sling bullets (20)            2sp     10lb
    
    Left back in Orussus:
    Mule                      8gp
    
    Carried on mule:
    Small steel mirror       10gp  0.5lb
    Riding saddle            10gp   25lb
    Bit & bridle              2gp    1lb
    Saddlebags                4gp    8lb
    4 Waterskins              4gp    1lb
    Feed (10 days)          0.5gp  100lb
    Hempen rope, 50'      1gp   10lb
    Silver bullets (8)        18gp  2lb
    
    Total Weight:28,625lb      Money:  3577gp  1sp  2cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              32,25  64,5    97.5   195   487.5
    
    Age: 28
    Height: 4' 3"
    Weight: 36lb
    Eyes: Black
    Hair: Red
    Skin: Fair
    Appearance: Tall for a halfling, regular build, nimble
    Personality:
    Usually cheerfull and positive, "Red", walks through life always looking for more fun, good food or a combination of both.
    He has a get-go mentality and a, sometimes unhealthy, draw towards excitement.
    Although not always the center of attention, if there is action you usually find Red in the near vacinity.
    He has a good sense of danger and won't thow himself into the fray head on. He usually finds a way around it and pops up where you least expect him.
    Red was raised as a kind hearted person and usually helps those in need, although he isn't an altruistic paladin, he will concider helping, especially if there are shinies in it for him.
    Unless it concerns a grieve injustice or an outright evil, in which case a flame awakens in Red's (somewhat small) heart and stands up as a defender of the meek.
    Red does have a (inbred) weakness for shinies.. although he isn't the greedy thief type, he just can't seem to keep his eyes (and hands) off them.
    It takes a good amount of self-control to keep them out of his pockets.

    Background:
    Raised in a large town, at least by halfling standards, Red is used to people and busy streets. The town he grew up was a busy trade nexus where caravans and travelers would come and go.
    He is used to being around "large folk" and knows how to beheave around them. He also knows how these folk usually regard halflings, as children, and knows how to use this in his advantage.
    The family Red was raised in is a run off the mill halfling family. His mother is a cook for a busy Inn and his father worked investigations for the loccal town guard.
    Red learned some of his father's skills but he never had the social side for the line of work his father did. Instead of this, Red used to earn his coin with anything that would cross his path.
    Not pursuing any career or actual job, he soon found himself less able to make ends meet. Down on his financial luck, Red started to have contact with the less legal side of the local economy. He earned good coin doing odd jobs and cat burglary.
    Eventually Red got cought, by no one less than his own father. After some time in slammer and some good reprimandes from his father, Red decided to break with his criminal career and get back on the straight path.
    Unfortunately, his old "friends" had other thoughts about this. Red's skills where quite valuable to them and they didn't want to lose a valuable "employee".
    Red concluded that the best way to hed his old crimial life as to seek fortune elsewhere. He parted with his family, promising to come back when things have settled down and he picked up an honest way of making a living.
    Red hit the road and started traveling.
    On the road he met a band of adventurers and agreed to travel with them. He learned about this 'adventuring' life and that his skills are quite valuable to the average band of fortune seekers.
    Unfortunately the group he was traveling with already had someone to open a locked door and find a trap, so Red traveled to Orussus to find a group that make good use of his skills

    Changes made with level 4:
    +4 hp due rogue level
    +1 hp due con modifier
    +1 to dexterity
    +1 bab
    +1 to ref save
    Added uncanny dodge
    +1 rank to hide
    +1 rank to move silently
    +1 rank to open lock
    +1 rank to spot
    +1 rank to tumble
    +1 rank to search
    +1 rank to disable device
    +2 ranks to use magic device
    +1 rank to perform (dance)

    XP reference:
    Forgotten cellar
    750 xp

    curse of thw werewolf
    300xp
    610xp
    770xp
    1360xp
    1070 xp

    War in Vastermarch:
    2100 xp
    2465 xp
    150 xp

    Tempest Fugit
    2000 xp

    Loot reference:
    Pre War in vastermarch cash: 701,37 gp

    From war in Vastermarch:
    1920.37 gp

    955.68 gp

    Bought 30 sling bullets for 3sp.

    Level 3 sheet:
    Spoiler:

    Code:
    Name: Talbin "Red" Longstrider
    Class: Rogue
    Race: Halfling (Tallfellow)
    Size: Small
    Gender: Male
    Alignment: CG
    Deity: Personal Mortalist / Geoth
    
    Str: 12 +1 ( 6p.)     Level: 3        XP:  6,960
    Dex: 18 +4 (10p.)     BAB: +2         HP:   18 (6+1+4+1+5+1)
    Con: 12 +1 ( 4p.)     Grapple: -1     Dmg Red:  -/-
    Int: 14 +2            Speed: 20'      Spell Res:  -
    Wis: 10 +0 ( 2p.)     Init: +4        Spell Save: +0
    Cha: 10 +0 ( 2p.)     ACP:  0         Spell Fail: -
    
    Current hp: 12
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +4    +1    +0    +0    19*
    Touch: 15*              Flatfooted: 13
    *: add 1 for dodge opponent
    
                             Base   Mod  Misc  Total
    Fort:                      1    +1     +1   +3
    Ref:                       3    +4     +1   +8
    Will:                      1    +0     +1   +2
    +2 morale bonus on saving throws against fear
    
    Weapon                  Attack   Damage     Critical
    Darkwood Longspear        +5     1d6+1      20x3
    Silver Shortsword         +4     1d4        19-20x2
    MW Sling                  +9     1d3+1      20x2
    
    Languages: common, halfling, goblin, elven
    
    Abilities:
    Sneak attack 2d6
    Trapfinding
    Evasion
    Trap sense +1
    
    Feats: Combat Reflexes (5 AoO's per round), dodge
    
    Skill Points: 60       Max Ranks: 6/4
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)             1     2     0      3
    Balance (Dex)              0     4     2      6
    Bluff (Cha)                2     0     0      2
    Jump (str)                 5     1     4      10
    Climb (Str)                2     1     0      3
    Diplomacy (cha)            0     0     0      0
    Disable Device (Int)       5     2     2      9
    Disguise (cha)             0     0     0      0
    Escape Artist (Dex)        0     4     0      4
    Gather Information (Cha)   0     0     0      0
    Hide (Dex)                 6     4     4      14
    Intimidate (cha)           0     0     0      0
    Listen (Wis)               6     0     2      8
    Move Silently (Dex)        6     4     0      10
    Open Lock (Dex)            5     4     2      11
    Search (Int)               6     2     2      10
    Sleight of Hand (Dex)      2     4     0      6
    Spot (Wis)                 6     0     2      8
    Survival (wis)             0     0     0      0
    Tumble (Dex)               6     4     2      12
    Use Magic Device (Cha)     2     0     0      2
    Use Rope (Dex)             0     4     0      4
    Ride (Dex)                 0     4     0      4
    
    Equipment:               Cost  Weight
    Silver Shortsword        25gp    1lb
    MW Sling                250gp    0lb
    sling bullets (12)            -      3lb
    MW Mithral chainshirt   852gp  6lb
    Backpack                  2gp  0,5lb
    Outfit (adventurer's)     0gp    0lb
    Belt Pouch                1gp    0lb
    Chalk                     1cp    0lb
    Signal whistle          0.8gp    0lb
    Flint & steel             1gp    0lb
    Candle (2)                2cp    0lb
    Potion of CLW (4)       200gp    0lb
    Darkwood Longspear      300gp  2lb
    Everburning Torch       110gp    1lb
    MW Thieves tools         110gp   2lb
    Small steel mirror       10gp  0.5lb
    Coins                          0.5lb
    
    Mule                      8gp
    
    Carried on mule:
    Riding saddle            10gp   25lb
    Bit & bridle              2gp    1lb
    Saddlebags                4gp    8lb
    Bedroll                 0.1gp    1lb
    Rations (12 days)        12gp  1.5lb
    5 Waterskins              5gp    5lb
    Feed (10 days)          0.1gp  100lb
    Hempen rope, 50'      1gp   10lb
    Silver bullets (8)        18gp  2lb
    
    Total Weight:16,5lb      Money:  701gp  3sp  7cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              24,4  49,5    75   XXX   XXX
    
    Carried on mule:
    Talbin's equipment:  16.5lb
    Talbin:              36lb
    Other:              153.5lb
    Total:              206lb
    
    Age: 28
    Height: 4' 3"
    Weight: 36lb
    Eyes: Black
    Hair: Red
    Skin: Fair
    
    Appearance: Tall for a halfling, regular build, nimble


    Level 2 sheet:
    Spoiler:

    Code:
    Name: Talbin "Red" Longstrider
    Class: Rogue
    Race: Halfling (Tallfellow)
    Size: Small
    Gender: Male
    Alignment: CG
    Deity: Personal Mortalist / Geoth
    
    Str: 12 +1 ( 6p.)     Level: 2        XP:  3790
    Dex: 18 +4 (10p.)     BAB: +1         HP:   12 (6+1+4+1)
    Con: 12 +1 ( 4p.)     Grapple: -2     Dmg Red:  -/-
    Int: 14 +2            Speed: 20'      Spell Res:  -
    Wis: 10 +0 ( 2p.)     Init: +4        Spell Save: +0
    Cha: 10 +0 ( 2p.)     ACP:  1         Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +4    +1    +0    +0    19
    Touch: 15              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1     +1   +2
    Ref:                       3    +4     +1   +8
    Will:                      0    +0     +1   +1
    +2 morale bonus on saving throws against fear
    
    Weapon                  Attack   Damage     Critical
    Longspear                 +3     1d6+1      20x3
    Silver Shortsword         +3     1d4        19-20x2
    Sling                     +7     1d3+1      20x2
    
    Languages: common, halfling, goblin, elven
    
    Abilities:
    Sneak attack 1d6
    Trapfinding
    Evasion
    
    Feats: Combat Reflexes (5 AoO's per round)
    
    Skill Points: 50       Max Ranks: 5/3
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)             1     2     0      3
    Balance (Dex)              0     4     1      5
    Bluff (Cha)                2     0     0      2
    Jump (str)                 5     1     3      9
    Climb (Str)                2     1    -1      2
    Diplomacy (cha)            0     0     0      0
    Disable Device (Int)       5     2     2      9
    Disguise (cha)             0     0     0      0
    Escape Artist (Dex)        0     4    -1      3
    Gather Information (Cha)   0     0     0      0
    Hide (Dex)                 2     4     3      9
    Intimidate (cha)           0     0     0      0
    Listen (Wis)               5     0     2      7
    Move Silently (Dex)        5     4    -1      8
    Open Lock (Dex)            5     4     2      11
    Search (Int)               5     2     2      9
    Sleight of Hand (Dex)      2     4    -1      5
    Spot (Wis)                 5     0     2      7
    Survival (wis)             0     0     0      0
    Tumble (Dex)               5     4     1      10
    Use Magic Device (Cha)     1     0     0      1
    Use Rope (Dex)             0     4     0      4
    Ride (Dex)                 0     4     0      4
    
    Equipment:               Cost  Weight
    Silver Shortsword        25gp    1lb
    Sling                     0gp    0lb
    sling bullets (6 )      0.1gp  1.5lb
    MW chainshirt           220gp 12.5lb
    Backpack                  2gp  0,5lb
    Outfit (adventurer's)     0gp    0lb
    Belt Pouch                1gp    0lb
    Chalk                     1cp    0lb
    Signal whistle          0.8gp    0lb
    Flint & steel             1gp    0lb
    Candle (2)                2cp    0lb
    MW Thieves tools         110gp   2lb
    Potion of CLW (4)       200gp    0lb
    Longspear                 5gp  4.5lb
    Everburning Torch       110gp    1lb
    Coins                          0.5lb
    
    Mule                      8gp
    
    Carried on mule:
    Riding saddle            10gp   25lb
    Bit & bridle              2gp    1lb
    Saddlebags                4gp    8lb
    Bedroll                 0.1gp    1lb
    Rations (12 days)        12gp  1.5lb
    silver bullets (10)      20gp  2.5lb
    sling bullets             -      1lb
    5 Waterskins              5gp    5lb
    Small steel mirror       10gp  0.5lb
    Feed (10 days)          0.1gp  100lb
    Hempen rope, 50'      1gp   10lb
    
    Total Weight:24lb      Money: 22gp  3sp  7cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              24,4  49,5    75   XXX   XXX
    
    Carried on mule:
    Talbin's equipment:  24lb
    Talbin:              36lb
    Other:              155.5lb
    Total:              215.5lb
    
    Age: 28
    Height: 4' 3"
    Weight: 36lb
    Eyes: Black
    Hair: Red
    Skin: Fair
    
    Appearance: Tall for a halfling, regular build, nimble



    Level 1 sheet:
    Spoiler:

    Code:
    Name: Talbin "Red" Longstrider
    Class: Rogue
    Race: Halfling (Tallfellow)
    Size: Small
    Gender: Male
    Alignment: CG
    Deity: Personal Mortalist / Geoth
    
    Str: 12 +1 ( 6p.)     Level: 1        XP:  750
    Dex: 18 +4 (10p.)     BAB: +0         HP:   7 (  6+1)
    Con: 12 +1 ( 4p.)     Grapple: -3     Dmg Red:  -/-
    Int: 14 +2 ( 6p.)     Speed: 20'      Spell Res:  -
    Wis: 10 +0 ( 2p.)     Init: +4        Spell Save: +0
    Cha: 10 +0 ( 2p.)     ACP:  1         Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +0    +4    +1    +0    +0    19
    Touch: 15              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1     +1   +2
    Ref:                       2    +4     +1   +7
    Will:                      0    +0     +1   +1
    +2 morale bonus on saving throws against fear
    
    Weapon                  Attack   Damage     Critical
    Longspear                 +2     1d6+1      20x3
    Silver Shortsword         +2     1d4        19-20x2
    Sling                     +6     1d3+1      20x2
    
    Languages: common, halfling, goblin, elven
    
    Abilities:
    Sneak attack 1d6
    Trapfinding
    
    Feats: Combat Reflexes (5 AoO's per round)
    
    Skill Points: 40       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)             1     2     0      3
    Balance (Dex)              0     4    -1      3
    Bluff (Cha)                2     0     0      2
    Jump (str)                 2     1     1      4
    Climb (Str)                2     1    -1      2
    Diplomacy (cha)            0     0     0      0
    Disable Device (Int)       4     2     2      8
    Disguise (cha)             0     0     0      0
    Escape Artist (Dex)        0     4    -1      3
    Gather Information (Cha)   0     0     0      0
    Hide (Dex)                 2     4     3      9
    Intimidate (cha)           0     0     0      0
    Listen (Wis)               4     0     2      6
    Move Silently (Dex)        4     4    -1      7
    Open Lock (Dex)            4     4     2      10
    Search (Int)               4     2     2      8
    Sleight of Hand (Dex)      2     4    -1      5
    Spot (Wis)                 4     0     2      6
    Survival (wis)             0     0     0      0*
    Tumble (Dex)               4     4    -1      7
    Use Magic Device (Cha)     1     0     0      1
    Use Rope (Dex)             0     4     0      4
    
    Equipment:               Cost  Weight
    Silver Shortsword        25gp    1lb
    Sling                     0gp    0lb
    sling bullets (6 )      0.1gp  1.5lb
    MW chainshirt           220gp 12.5lb
    Backpack                  2gp  0,5lb
    Outfit (adventurer's)     0gp    0lb
    Belt Pouch                1gp    0lb
    Chalk                     1cp    0lb
    Signal whistle          0.8gp    0lb
    Flint & steel             1gp    0lb
    Candle (2)                2cp    0lb
    MW Thieves tools         110gp   2lb
    Potion of CLW (4)       200gp    0lb
    Longspear                 5gp  4.5lb
    Everburning Torch       110gp    1lb
    Coins                          0.5lb
    
    Mule                      8gp
    
    Carried on mule:
    Riding saddle            10gp   25lb
    Bit & bridle              2gp    1lb
    Saddlebags                4gp    8lb
    Bedroll                 0.1gp    1lb
    Rations (12 days)        12gp  1.5lb
    silver bullets (10)      20gp  2.5lb
    sling bullets             -      1lb
    5 Waterskins              5gp    5lb
    Small steel mirror       10gp  0.5lb
    Feed (10 days)          0.1gp  100lb
    Hempen rope, 50'      1gp   10lb
    
    Total Weight:24lb      Money: 24gp  8sp  7cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              24,4  49,5    75   XXX   XXX
    
    Carried on mule:
    Talbin's equipment:  24lb
    Talbin:              36lb
    Other:              155.5lb
    Total:              215.5lb
    
    Age: 28
    Height: 4' 3"
    Weight: 36lb
    Eyes: Black
    Hair: Red
    Skin: Fair
    
    Appearance: Tall for a halfling, regular build, nimble
    Last edited by B4cchus; Sunday, 16th November, 2008 at 11:38 AM. Reason: added xp

 

  • #242
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    ø Ignore wmasters

    Metrius Pinch, Human Cleric. Approved for level 1

    Code:
    Name: Metrius Pinch
    Class: Cleric
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Ulura
    
    Str: 14 +2 (6p.)     Level: 1        XP: 0
    Dex: 10 +0 (2p.)     BAB: +0         HP: 3/10 (1d8+2)
    Con: 14 +2 (6p.)     Grapple: +2     Dmg Red: -/-
    Int: 12 +1 (4p.)     Speed: 30'      Spell Res: -
    Wis: 14 +2 (6p.)     Init: +0        Spell Save: +2
    Cha: 14 +2 (6p.)     ACP: -4         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +2    +0    +0    +0    +0    16
    Touch: 10              Flatfooted: 16
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2          +4
    Ref:                       0    +0          +0
    Will:                      2    +2          +4
    
    Weapon                  Attack   Damage     Critical
    Heavy Mace	          +2     1d8+2      20x2
    Dagger (thrown)           +0     1d4+2      19-20x2
    Dagger (melee)            +2     1d4+2      19-20x2
    
    Languages: Common, Goblin
    
    Abilities: 
    Spontaneous Casting (cure spells); 
    Turn Undead up to 5 times per day; check made on 1d20+2; turning damage = 2d6+4; 
    Metrius can boost his Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute (Charm Domain)
    
    
    Feats: Improved Turning, Scribe Scroll
    
    Skill Points: 16       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff                      4    +2          +6
    Concentration              4    +2          +6
    Diplomacy                  4    +2          +6
    Knowledge (religion)       4    +1          +5
    
    Domains: Charm, Trickery
    
    Equipment:               Cost  Weight
    Chain Shirt             100gp   25lb
    Heavy Wooden Shield       7gp   10lb
    Heavy Mace               12gp    8lb
    4 Daggers                 8gp    4lb
    Backpack                  2gp    2lb
    Silver Holy Symbol       25gp    1lb
    2 days trail rations      1gp    2lb
    Hooded Lantern            7gp    2lb
    Flask of Oil              1sp    1lb
    Ink                       8gp    0lb
    Inkpen                    1sp    0lb
    5 sheets of parchment     1gp    0lb
    Spell component pouch     5gp    2lb
    Total Weight:57lb      Money: 23gp 8sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               58   116   175   350   875
    
    Age: 17
    Height: 5'11"
    Weight: 217lb
    Eyes: Hazel
    Hair: Short dark brown hair
    Skin: Slightly tanned
    Appearance: Metrius is quite a tall man, his tanned skin betraying the fact that he's spent long hours in the sunshine. Under his tabard, the glint of metal can be seen from his chain shirt, while on his tabard a brooch shows a white crescent moon on a silver field. A broad smile and the gleam of his eyes betray his jovial good nature.

    Background: Metrius grew up in a middle class family, the youngest of three. His parents are merchants, florists more precisely, and Metrius often used to help out on the stands with his parents and his older brother and sister. Working in the florist he often encountered a local priest of Ulura, and his flock, buying flowers for the temple. His sister, eight years his elder, married there when Metrius was young, and Metrius found the place enchanting. Many an evening he could be found in the temple talking to the priest, who politley humoured him at first. When it became apparent that Metrius' interest was more long-standing rather than just a passing childhood interest, and when he was of an appropriate age, the priest suggested he join the clergy.

    Now, more knowledgable in the ways of the world, he travels, in part to spread the word of Ulura, in part to meet the new people and new faces that the travel brings, and in part because he the thrill and romance of adventure calls to him.
    Spells prepared
    Orisons: Detect Magic, Light, Mending
    1st level: Magic Weapon, Shield of Faith. Domain: Charm Person

    XP and Craft Points
    XP: 0/1000
    Craft Points: 650
    Last edited by wmasters; Wednesday, 4th October, 2006 at 02:38 PM.

  • #243
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    Acolyte (Lvl 2)

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    ø Ignore BigB

    Cepheus Beren Boomhill approved Level 5

    Code:
    Name: Cepheus
    Class: Rogue 3/Ranger 2
    Race: Gnome
    Size: Small
    Gender: Male
    Alignment: True Neutral
    Deity: None
    
    Str:  6 -2 ( 0p.)G    Level: 5        XP: 10028
    Dex: 16 +3 ( 8p.)*     BAB: +4         HP: 32 (1d6+2d8+2d6+5)
    Con: 12 +1 ( 2p.)G    Grapple: -2     Dmg Red: ~/~
    Int: 17 +3 (13p.)     Speed: 15'      Spell Res: ~
    Wis:  9 -1 ( 1p.)     Init: +3        Spell Save: (Spell Level)-1
    Cha: 14 +2 ( 6p.)     ACP: -0         Spell Fail: N/A
    G: Gnome racial trait
    *: 4th lvl increase
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +3    +1    +0    +0    17
    Touch: 14              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       6    +3          +9
    Will:                      1    -1          +0
    
    Weapon                  Attack   Damage     Critical
    Gnome Hooked Hammer       +3   1d6-2/1d4-2   x3/x4
     - TWF                  +1/+1  1d6-2/1d4-2   x3/x4
    Light Crossbow            +8       1d6      19-20/x2
    
    Languages: Common, Gnome, Dwarven, Draconic, Goblin
    
    Abilities: Low-Light Vision (Racial), +2 save vs illusion (Racial),
    +1 attack vs Kobold and Goblinoid (Racial), +4 dodge vs Giants (Racial),
    Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1), 
    Track (Rng1), Wild Empathy(+4) (Rng1), 
    Combat Style: TWF (Rng2), Evasion(Rog2), 
    Sneak Attack +2d6 (Rog3), Trap Sense +1 (Rog3)
    
    Spell-Like Abilities: 1/day speak with animals (burrowing mamal only)(Racial),
    1/day dancing lights (Racial), 1/day ghost sound (Racial),
    1/day prestidigitation (Racial)
    (save DC=10+2=12)
    
    Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1), 
    Skill Focus (Use Magic Device) (L3)
    
    Skill Points: 84       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)                   +3          +3				
    Balance (Dex)                       +2     +2  +4    (+2 for 5 ranks Tumble)
    Bluff (Cha)                      +2          +2
    Climb (Str)                      -2          -2
    Concentration (Con)              +1          +1
    Craft (Armorsmith) (Int)   5     +3          +8 
    Craft (Weaponsmith) (Int)  5     +3          +8
    Craft (Int)                      +3          +3
    Decipher Script (Int)      5     +3          +8   (4cc at 3rd lvl)
    Diplomacy (Cha)            1     +2          +3		
    Disable Device (Dex)       4     +3          +7	
    Disguise (Cha)                   +2          +2		
    Escape Artist (Dex)              +3          +3
    Forgery	(Int)                    +3          +3
    Gather Information (Cha)   2     +2          +4
    Heal (Wis)                       -1          -1		
    Hide (Dex)                 6     +3   +4     +13	
    Intimidate (Cha)                 +1  (-4)    -3    (-4 for each size category smaller than target)
    Jump (Str)                 5     -2  -6+2    -1    (-6 for 20' speed, +2 for 5 ranks Tumble)
    Knowledge (dungeoneering)  3     +3          +6    (4cc at L1)
    Knowledge (local)          1     +3          +4	
    Listen (Wis)               4     -1   +2     +5    (+2 gnome trait)
    Move Silently (Dex)        7     +3          +10
    Open Lock (Dex)            5     +3          +8
    Ride (Dex)                       +3          +3
    Search (Int)               1     +3          +4
    Sense Motive (Wis)      1         -1          +0		
    Spot (Wis)                  2     -1          +1
    Survival (Wis)               1     -1          +0	
    Swim (Str)                       -2          -2		
    Tumble (Dex)               8     +3   +2     +13    (+2 for 5 ranks in Jump) (2cc at 2nd lvl, 2cc at 3rd lvl)
    Use Magic Device (Cha)     8     +2 +3(+2)   +13(+15)   (+3 for Skill Focus, +2 w/ scrolls for 5 ranks Decipher Script)(2cc at 2nd lvl, 2cc at 3rd lvl)
    Use Rope (Dex)             2     +3          +5	
      
    Equipment:               Cost  Weight
    MW Studded Leather          58.33   10 lb  (worn) *17 CP
    Gnome Hooked Hammer (small) 20 gp    3 lb  (carried)
    Light Crossbow (small)      35 gp    2 lb  (carried)
    Crossbow bolts (10)                 .5 lb  (belt)
    
    Sacks x1                    .1 gp .125 lb  (belt)
    Chalk                      .01 gp    ~ lb  (pocket)
    Flint and steel              1 gp    ~ lb  (pocket)
    
    Pouch                        1 gp .125 lb  (hanging from neck inside clothing)
    
    
    Backpack                     2 gp   .5 lb  (worn)
    Bedroll                     .1 gp 1.25 lb  (backpack)
    Blanket, winter             .5 gp  .75 lb  (backpack)
    Ink vial                     8 gp    ~ lb  (backpack)
    Ink pen                     .1 gp    ~ lb  (backpack)
    Oil flasks                  .3 gp    3 lb  (backpack)
    Paper sheets x4            1.6 gp    ~ lb  (backpack)
    Rations (1 day)             .5 gp  .25 lb  (backpack)
    Soap                        .5 gp    1 lb  (backpack)
    Waterskins x1                1 gp    1 lb  (backpack)
    Thieves' tools              30 gp    1 lb  (backpack) 
    3 potions of cure moderate wounds
    2 scrolls of cure moderate wounds
    1 potion cure serious wounds
    2 potions of cure light wounds
    Scrolls from sisters: cure light wounds, and command
    2 potions of invisibility
    
    Wagon (poor condition)
    Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
    
    Total Weight:24.5lb      Money: 476gp 3sp 5cp (coins in pouch)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                15    30    45   90    225
    
    Age: 41
    Height: 3'8"
    Weight: 43lb
    Eyes: Blue
    Hair: Dark Brown
    Skin: Tan
    Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).

    Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.

    Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?

    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.

    Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for a lost child (Tomas and his gang called Tomas' Urchins). Cepheus, Aiken, Solange, and Pendrake have gained the trust and friendship of Tomas' Urchins. These street kids have their ears to the street, and can act as an information gathering source, a means of contacting fences and other street people, and the sort. (OOC: fluff for gather info checks)


    Adventure Journal:

    Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.

    DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang called Tomas' Urchins). Cepheus, Aiken, Solange, and Pendrake have access to Tomas' Urchins. These street kids have their ears to the street, and can act as an information gathering source, a means of contacting fences and other street people, and the sort.

    Tracking:

    XP Log
    :
    Wizard and Cook 750
    DeSenzio's Tournament 150(day 1)+425(day 2)+400(day3)+850(day5)
    Search for Thomas 2040(awarded 10/20/07) + 1275(awarded 12/14/07)+3338xp (awarded 12/28/08) (http://www.enworld.org/forum/living-...ml#post4604285)



    money log

    current wealth= 476 gp 3 sp 5 cp

    355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
    20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
    +81gp for job 4/4to6/6(details in craft log)
    +9gp for job 6/6/07 to 6/13/07
    +200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
    11/15/07 used scroll of sleep
    +691.15 gold (treasure split from Search for Tomas Quinn)
    800 gp paid to di Senzio's Magical Shop for the purchase of 2 cure moderate wounds scrolls, 2 potions of invisibility, and 2 potions of cure light wounds.


    craft log
    Crafting time spent at Stonebenders Shop.

    5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
    1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points

    Lvl 1 (150)+Lvl2(300)=450

    Craft MW Studded Leather Armor -17 craft points=433

    4/4/07 – 6/6/07 (9weeks * 9 gp) 81 gp
    (9weeks * 6 cp) +54 cp=487

    6/13/07 1week +9gp, +6 cp

    Lvl3(450)+Lvl4(600)+Lvl5(750)=1800


    Total Craft Points: 2293

    lvl4
    Code:
    Name: Cepheus
    Class: Rogue 2/Ranger 2
    Race: Gnome
    Size: Small
    Gender: Male
    Alignment: True Neutral
    Deity: None
    
    Str:  6 -2 ( 0p.)G    Level: 4        XP: 9228
    Dex: 16 +3 ( 8p.)*     BAB: +3         HP: 26 (1d6+2d8+1d6+4)
    Con: 12 +1 ( 2p.)G    Grapple: -3     Dmg Red: ~/~
    Int: 17 +3 (13p.)     Speed: 15'      Spell Res: ~
    Wis:  9 -1 ( 1p.)     Init: +3        Spell Save: (Spell Level)-1
    Cha: 14 +2 ( 6p.)     ACP: -0         Spell Fail: N/A
    G: Gnome racial trait
    *: 4th lvl increase
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +3    +1    +0    +0    17
    Touch: 14              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      3    +1          +4
    Ref:                       6    +3          +9
    Will:                      0    -1          -1
    
    Weapon                  Attack   Damage     Critical
    Gnome Hooked Hammer       +2   1d6-2/1d4-2   x3/x4
     - TWF                  +0/+0  1d6-2/1d4-2   x3/x4
    Light Crossbow            +6       1d6      19-20/x2
    
    Languages: Common, Gnome, Dwarven, Draconic, Goblin
    
    Abilities: Sneak Attack +1d6 (Rog1), Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1), Track (Rng1), Wild Empathy (Rng1), Combat Style: TWF (Rng2), Evasion(Rog2)
    
    Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1), Skill Focus (Use Magic Device) (L3)
    
    Skill Points: 62       Max Ranks: 7/3
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)                   +3          +3				
    Balance (Dex)                   +2      +2     +4    (+2 for 5 ranks Tumble)
    Bluff (Cha)                      +2          +2
    Climb (Str)                      -2          -2
    Concentration (Con)              +1          +1
    Craft (Armorsmith) (Int)   5     +3          +8
    Craft (Weaponsmith) (Int)  5     +3          +8
    Craft (Int)                      +3          +3
    Decipher Script (Int)      5     +3          +8
    Diplomacy (Cha)            1     +2          +3		
    Disable Device (Dex)       4     +3          +7	
    Disguise (Cha)                   +2          +2		
    Escape Artist (Dex)              +3          +3
    Forgery	(Int)                    +3          +3
    Gather Information (Cha)   2     +2          +4
    Heal (Wis)                       -1          -1		
    Hide (Dex)                 5     +3   +4     +12	
    Intimidate (Cha)                 +1  (-4)    -3    (-4 for each size category smaller than target)
    Jump (Str)                 5     -2  -6+2    -1    (-6 for 20' speed, +2 for 5 ranks Tumble)
    Knowledge (dungeoneering)  3     +3          +6    (4cc at L1)
    Knowledge (local)          1     +3          +4	
    Listen (Wis)               4     -1   +2     +5    (+2 gnome trait)
    Move Silently (Dex)        6     +3          +9
    Open Lock (Dex)            3     +3          +6
    Ride (Dex)                       +3          +3
    Search (Int)               1     +3          +4
    Sense Motive (Wis)               -1          -1		
    Spot (Wis)                  1     -1          +0
    Survival (Wis)             1       -1          +0	
    Swim (Str)                       -2          -2		
    Tumble (Dex)               5     +3   +2     +10    (+2 for 5 ranks in Jump)
    Use Magic Device (Cha)     6     +2 +3(+2)   +11(+13)   (+3 for Skill Focus, +2 w/ scrolls for 5 ranks Decipher Script)
    Use Rope (Dex)             2     +3          +5	
      
    Equipment:               Cost  Weight
    MW Studded Leather          58.33   10 lb  (worn) *17 CP
    Gnome Hooked Hammer (small) 20 gp    3 lb  (carried)
    Light Crossbow (small)      35 gp    2 lb  (carried)
    Crossbow bolts (10)                 .5 lb  (belt)
    
    Sacks x1                    .1 gp .125 lb  (belt)
    Chalk                      .01 gp    ~ lb  (pocket)
    Flint and steel              1 gp    ~ lb  (pocket)
    
    Pouch                        1 gp .125 lb  (hanging from neck inside clothing)
    Potion of Cure Moderate Wounds        ~ lb  (pouch) *heals 2d8+3 gave to Aiken
    
    Backpack                     2 gp   .5 lb  (worn)
    Bedroll                     .1 gp 1.25 lb  (backpack)
    Blanket, winter             .5 gp  .75 lb  (backpack)
    Ink vial                     8 gp    ~ lb  (backpack)
    Ink pen                     .1 gp    ~ lb  (backpack)
    Oil flasks                  .3 gp    3 lb  (backpack)
    Paper sheets x4            1.6 gp    ~ lb  (backpack)
    Rations (1 day)             .5 gp  .25 lb  (backpack)
    Soap                        .5 gp    1 lb  (backpack)
    Waterskins x1                1 gp    1 lb  (backpack)
    Thieves' tools              30 gp    1 lb  (backpack) 
    3 potions of cure moderate wounds
    1 potion cure serious wounds
    Scrolls from sisters: cure light wounds, and command
    
    Wagon (poor condition)
    Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
    
    Total Weight:24.5lb      Money: 1276gp 3sp 5cp (coins in pouch)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                15    30    45   90    225
    
    Age: 41
    Height: 3'8"
    Weight: 43lb
    Eyes: Blue
    Hair: Dark Brown
    Skin: Tan
    Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).

    Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.

    Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?

    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.


    Adventure Journal:

    Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.

    DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang).

    Tracking:

    XP Log
    :
    Wizard and Cook 750
    DeSenzio's Tournament 150(day 1)+425(day 2)+400(day3)+850(day5)
    Search for Thomas 2040(awarded 10/20/07) + 1275(awarded 12/14/07)+3338xp awarded (http://www.enworld.org/forum/living-...ml#post4604285)



    money log

    current wealth= 1276 gp 3 sp 5 cp

    355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
    20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
    +81gp for job 4/4to6/6(details in craft log)
    +9gp for job 6/6/07 to 6/13/07
    +200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
    11/15/07 used scroll of sleep
    +691.15 gold (treasure split from Search for Tomas Quinn)


    craft log
    Crafting time spent at Stonebenders Shop.

    5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
    1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points

    Lvl 1 (150)+Lvl2(300)=450

    Craft MW Studded Leather Armor -17 craft points=433

    4/4/07 – 6/6/07 (9weeks * 9 gp) 81 gp
    (9weeks * 6 cp) +54 cp=487

    6/13/07 1week +9gp, +6 cp




    Total Craft Points: 493


    lvl3
    Code:
    Name: Cepheus
    Class: Rogue 1/Ranger 2
    Race: Gnome
    Size: Small
    Gender: Male
    Alignment: True Neutral
    Deity: None
    
    Str:  6 -2 ( 0p.)G    Level: 3        XP: 9228
    Dex: 15 +2 ( 8p.)     BAB: +2         HP: 21 (1d6+2d8+3)
    Con: 12 +1 ( 2p.)G    Grapple: -4     Dmg Red: ~/~
    Int: 17 +3 (13p.)     Speed: 15'      Spell Res: ~
    Wis:  9 -1 ( 1p.)     Init: +2        Spell Save: (Spell Level)-1
    Cha: 14 +2 ( 6p.)     ACP: -0         Spell Fail: N/A
    G: Gnome racial trait
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +2    +1    +0    +0    16
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      3    +1          +4
    Ref:                       5    +2          +7
    Will:                      0    -1          -1
    
    Weapon                  Attack   Damage     Critical
    Gnome Hooked Hammer       +1   1d6-2/1d4-2   x3/x4
     - TWF                  -1/-1  1d6-2/1d4-2   x3/x4
    Light Crossbow            +5       1d6      19-20/x2
    
    Languages: Common, Gnome, Dwarven, Draconic, Goblin
    
    Abilities: Sneak Attack +1d6 (Rog1), Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1), Track (Rng1), Wild Empathy (Rng1), Combat Style: TWF (Rng2)
    
    Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1), Skill Focus (Use Magic Device) (L3)
    
    Skill Points: 62       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Appraise (Int)                   +3          +3				
    Balance (Dex)                    +2          +2    
    Bluff (Cha)                      +2          +2
    Climb (Str)                      -2          -2
    Concentration (Con)              +1          +1
    Craft (Armorsmith) (Int)   5     +3          +8
    Craft (Weaponsmith) (Int)  3     +3          +6
    Craft (Int)                      +3          +3
    Decipher Script (Int)      4     +3          +7
    Diplomacy (Cha)            1     +2          +3		
    Disable Device (Dex)       4     +2          +6	
    Disguise (Cha)                   +2          +2		
    Escape Artist (Dex)              +2          +2
    Forgery	(Int)                    +3          +3
    Gather Information (Cha)   2     +2          +4
    Heal (Wis)                       -1          -1		
    Hide (Dex)                 4     +2   +4     +10	
    Intimidate (Cha)                 +1  (-4)    -3    (-4 for each size category smaller than target)
    Jump (Str)                 5     -2  -6+2    -1    (-6 for 20' speed, +2 for 5 ranks Tumble)
    Knowledge (dungeoneering)  3     +3          +6    (4cc at L1)
    Knowledge (local)          1     +3          +4	
    Listen (Wis)               4     -1   +2     +5    (+2 gnome trait)
    Move Silently (Dex)        4     +2          +6
    Open Lock (Dex)            3     +2          +5
    Ride (Dex)                       +2          +2
    Search (Int)               1     +3          +4
    Sense Motive (Wis)               -1          -1		
    Spot (Wis)                   1    -1          +0
    Survival (Wis)              1     -1          +0	
    Swim (Str)                       -2          -2		
    Tumble (Dex)               2     +2   +2     +6    (+2 for 5 ranks in Jump)
    Use Magic Device (Cha)     4     +2 +3(+2)   +9   (+3 for Skill Focus)
    Use Rope (Dex)             2     +2          +4	
      
    Equipment:               Cost  Weight
    MW Studded Leather          58.33   10 lb  (worn) *17 CP
    Gnome Hooked Hammer (small) 20 gp    3 lb  (carried)
    Light Crossbow (small)      35 gp    2 lb  (carried)
    Crossbow bolts (10)                 .5 lb  (belt)
    
    Sacks x1                    .1 gp .125 lb  (belt)
    Chalk                      .01 gp    ~ lb  (pocket)
    Flint and steel              1 gp    ~ lb  (pocket)
    
    Pouch                        1 gp .125 lb  (hanging from neck inside clothing)
    Potion of Cure Moderate Wounds        ~ lb  (pouch) *heals 2d8+3 gave to Aiken
    
    Backpack                     2 gp   .5 lb  (worn)
    Bedroll                     .1 gp 1.25 lb  (backpack)
    Blanket, winter             .5 gp  .75 lb  (backpack)
    Ink vial                     8 gp    ~ lb  (backpack)
    Ink pen                     .1 gp    ~ lb  (backpack)
    Oil flasks                  .3 gp    3 lb  (backpack)
    Paper sheets x4            1.6 gp    ~ lb  (backpack)
    Rations (1 day)             .5 gp  .25 lb  (backpack)
    Soap                        .5 gp    1 lb  (backpack)
    Waterskins x1                1 gp    1 lb  (backpack)
    Thieves' tools              30 gp    1 lb  (backpack) 
    3 potions of cure moderate wounds
    1 potion cure serious wounds
    Scrolls from sisters: cure light wounds, and command
    
    Wagon (poor condition)
    Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
    
    Total Weight:24.5lb      Money: 1276gp 3sp 5cp (coins in pouch)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                15    30    45   90    225
    
    Age: 41
    Height: 3'8"
    Weight: 43lb
    Eyes: Blue
    Hair: Dark Brown
    Skin: Tan
    Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).

    Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.

    Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?

    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.


    Adventure Journal:

    Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.

    DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
    Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.

    Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang).

    Tracking:

    XP Log
    :
    Wizard and Cook 750
    DeSenzio's Tournament 150(day 1)+425(day 2)+400(day3)+850(day5)
    Search for Thomas 2040(awarded 10/20/07) + 1275(awarded 12/14/07)+3338xp awarded (http://www.enworld.org/forum/living-...ml#post4604285)



    money log

    current wealth= 1276 gp 3 sp 5 cp

    355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
    20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
    +81gp for job 4/4to6/6(details in craft log)
    +9gp for job 6/6/07 to 6/13/07
    +200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
    11/15/07 used scroll of sleep
    +691.15 gold (treasure split from Search for Tomas Quinn)


    craft log
    Crafting time spent at Stonebenders Shop.

    5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
    1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points

    Lvl 1 (150)+Lvl2(300)=450

    Craft MW Studded Leather Armor -17 craft points=433

    4/4/07 – 6/6/07 (9weeks * 9 gp) 81 gp
    (9weeks * 6 cp) +54 cp=487

    6/13/07 1week +9gp, +6 cp




    Total Craft Points: 493


    skill progression

    Level1 Rogue 44 skill points
    craft armor 4, craft weapon 3, decipher script 2, diplomacy 1, disable device 4, gather information 2, hide 3, jump 4, knowledge dungeoneering 4cc, knowledge local 1, listen 4, move silent 4, open lock 3, search 1, use magic device 2, use rope 2.

    Level2 Ranger 9 skill points
    craft armor 1, hide 1, jump 1, spot 1, survival 1, tumble 2cc, use magic device 2cc.

    Level3 Ranger 9 skill points
    decipher script 4cc, knowledge dungeoneering 1, tumble 2cc, use magic device 2cc.

    Level4 Rogue 11 skill points
    craft weapon 2, decipher script 1, hide 1, move silent 2, tumble 3, use magic device 2.


    Level5 Rogue 11 skill points
    hide 1, move silent 1, open lock 2, sense motive 1, spot 1, tumble 3, use magic device 2
    Last edited by BigB; Monday, 16th March, 2009 at 02:35 PM. Reason: purchase items 3/16/2009

  • #244
    Registered User
    Acolyte (Lvl 2)



    Join Date
    Feb 2005
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    Gordon, Nebraska
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    ø Ignore Richard Rawen
    My communities:

    smalled but still have my Sword!

    Code:
    Name: Richard Rawen
    Class: Fighter 4 / Ranger 1
    Race: High Elf
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: no visible allegiances
    
    Str: 14 +2 (6p.)     Level: 5        XP: 10,400
    Dex: 16 +3 (5p.)     BAB: +5         HP: 48 (4d10+1d8+10)
    Con: 12 +1 (6p.)     Grapple: +7     Dmg Red: 0/-
    Int: 13 +1 (5p.)     Speed: 20/25    Spell Res: XX
    Wis: 12 +1 (4p.)     Init: +6        Spell Save: +X
    Cha: 12 +1 (4p.)     ACP: -3/-5      Spell Fail: 40%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +2    +3    +0    +0    +0    20(21)
    Breast Plate Touch: 13(14)          Flatfooted: 15(17)
    (Dodge)
    
             Base   Mod  Misc  Total
    Fort:     6     +1     0     +7
    Ref:      3     +3     0     +6
    Will:     1     +1     0     +2*
    *+2 racial saving throw bonus against enchantment spells or effects.
    
    Weapon	             Attack	Damage	Critical
    MW Bastard Sword	+9     1d10+2	19-20/x2
    Dagger			+7     1d4+2	19-20/x2
    Thrown Dagger		+8     1d4+2	19-20/x2
    
    +2 Weapon Damage vs Undead (Ranger Favored Enemy)
    
    Languages: Human, Orc
    
    Abilities: Ranger Class:1st Favored Enemy: Undead, Wild Empathy.
    
    Elven Racial Traits:
    •+2 Dexterity, -2 Constitution.
    •Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    •Elf base land speed is 30 feet.
    •Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    •Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    •+2 racial bonus on Listen, Search, and Spot checks. 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.
    
    Feats: Armor Proficiency (Light), Armor Proficiency (Medium),
    Armor Proficiency (Heavy), Martial Weapon Proficiency, Shield Proficiency,
    Simple Weapon Proficiency. 1) Exotic Weapon Proficiency, Medium Armor 
    Optimization (towards the http://www.enworld.org/forum/2464175-post5.html, 
    Weapon Focus Bastard Sword 2) Improved Initiative 3) Power Attack 4) Dodge 
    5)Ranger 1, Track
    
    Skill Points: 36       Max Ranks: 8/4
    Skills		Ranks  Mod	Misc	Total
    Balance*         0      +2     -3/-5    -1/-3
    Climb            0      +2     -3/-5    -1/-3
    Concentration#   0      +2       +0       +2
    Craft: Weapons   1      +1       +0       +3  
    Handle Animal  	 6	+1       +0       +7
    Heal#            0      +1       +0       +1
    Hide#            0      +2     -3/-5     -1/-3
    Jump	 	 3	+2     -3/-5     +2/0
    Know(dung)#      0      +1       +0       +1
    Know(geo)#       0      +1       +0       +1
    Know(nat)#       0      +1       +0       +1
    Listen#          3      +1       +2       +6
    Move Silently#   0      +2     -3/-5    -1/-3
    Ride1		 5	+2       +2       +9
    Search#          0      +1       +2       +3
    Sense Motive*    0      +1       +0       +1
    Spot#		 6	+1	 +2	  +9
    Survival#        5      +1       +0       +6
    Swim		 1	+2    -6/-10**  -3/-7**
    Use Rope#        0      +2     -3/-5    -1/-3
    *Cross Class Skill Fighter/#Class Skill Ranger
    ** with shield
    1. Ride gains +2 Synergy from Handle Animal
    +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks 
    when using these skills against Undead due to Ranger Favored Enemy.
    Skills Breakdown by level:
    F1 2+1(Int)+1(Human)x4 = 16
    F1 Handle Animal +2, Jump +3, Listen +2(X), Ride +3, Spot +2(X)
    F2 2+1(Int)+1(Human)=4
    F2 Listen +1(X), Handle Animal +1, Swim +1
    F3 2+1(Int)+1(Human)=4
    F3 Handle Animals +1, Ride +1, Spot +1(X)
    F4 2+1(Int)+1(Human)=4
    F4 Craft: Weapons +1, Handle Animal +2, and Ride +1
    R1 6+1(Int)+1(Human)=8 Spot +3, Survival +5
    
    Craft Points: 2218 = 1)150 2)300 3)450 -32 at Tarag's Forge
     helping forge a MW Bastard Sword. 4)600 5)750
    
    Equipment:		Cost	Weight
    Breastplate               200gp   30lb
    Shield, heavy steel      20gp   15lb
    
    MW Bastardsword        35gp     6lb
    Dagger x1               2gp     1lb
    Dagger x3               6gp     3lb**
    Heavy Mace             12gp     8lb**
    Javelin x3              3gp     6lb**
    Heavy Crossbow         50gp      8lb**
    Bolts x10               1gp     1lb
    
    Backpack		2gp	2lb**
    Bedroll (fine quality)	5gp	7lb**
    Belt Pouch		1gp    .5lb
    Flint and Steel		1gp	-
    Cure Lt Wounds x2     100gp	-
    Rations x15	      7.5gp     5lb**
    Sewing Needle		5sp	-
    Torches x3		3cp	3lb**
    Water Skin		1gp	4lb**
    Whetstone		2cp	1lb**
    
    ** Items carried on horse when travelling
    
    Total Weight: 100.5lb	
    ** Adjusted weight while travelling: 38.5
    Money: 80pp 81gp 1sp 9cp
    
    
                     Lgt   Med   Hvy  Lift  Push
    Max Weight:      58    116   175   350   875
    
    Age: 23 (Appears to be a young High Elf, age indeterminate)
    Height: 5'4"
    Weight: 115lb
    Eyes: Blue-green
    Hair: Sandy Brown
    Skin: Lightly Tanned
    Richard is a somewhat large Elf with a narrow yet boyish face and bright inquisitive eyes. He seems particularly uncomfortable in his own skin, and is wont to stare at his right hand as if lost in a dream.

    A more detailed background is available upon request.

    In conclusion to his story, let it be known that he died fighting, and I have no idea whether my adventure with LEW will continue after his pointless character death.
    If not, it's been a lot of fun gaming with you guys.
    ...
    wait... what's that light? Go ... back? well, yeah, I'll go back.
    Richard Rawen was Re-Incarnated - as an Elf.
    details


    Level Advancement and other character development (Details!):

    Completed learning how not to adventure and still learn something in D2: Lost Manor & Earlier Awards for the same adventure.
    2565 EXP = 990 + 1575 from The Lost Manor 'completed' 1-18-07.

    Level 2 (Fighter 2) approval
    Training: +d10+2 (+9 Hit Points Even Level Up)
    +1 BAB & Fort save, +4 Skill Pts
    Skill ranks to Listen (+1) - a lot of time waiting, and to Handle Animal (+1) and Swim (+1) for off adventure activities . . .
    Feat: Improved Initiative . . . he's gotten impatient, and now he's Ready to act not wait!

    Now off Looking for trouble

    and finding it!
    2736 EXP = 2565 + 171 from yet another almost battle

    More EXP received from Looking for Trouble as Richard battles zombies - running from the big ones and triumphant over the little-scaly-dog-thingy zombies! (+1095 Exp) + 2736 = 3831
    Level Up!

    Level 3 (Fighter 3)
    Training: +d10+2 (10 Hit points odd level up)
    +1 BAB, +1 Reflex and Will ST's, +4 Skill Points.
    His duty to his trusty steed +1 Handle Animals, +1 Ride. Richard also learns the value of continuing to be wary +1 Spot.
    Feat: Power Attack . . . Seeing the effectiveness of simple power against the mindless zombies, Richard has decided to focus on more powerful, less accurate attacks.

    EXP from Looking for Trouble (We found it)
    (+750 EXP) + 3831 = 4581
    As well as a Letter of Commendation and some Money (333 gp) too!
    and back to the RDI we go. Where so far all he's done is spend some coin on a worthy cause. (he hopes) -50gp.

    Off to find a mageling to cast Mending ((repair his armor from fights)-10gp), and then to the church where for a mere 250gp he has picked up 5 potions of Cure Light Wounds, whereupon he returns to the RDI for . . . ummm . . . adventure? (Exciting, isn't it!?)

    But that was not to happen. Drunk on too much Dwarven Ale, Richard strikes a deal with a young smith/Priest, Tarag. His mind clouded by drink, he forgets his purchase of the potions and agrees to buy a sword from the Dwarf. Eventually this is worked out, though Richard has to sell two potions to help pay for the materials for the ordered blade.

    Annnnd Back to the RDI . . . not so exciting at this time =-(

    While waiting, Richard becomes restless and starts to get a feeling of foreboding. After an awkward request of a loan to those assembled in the RDI, he is gifted with a set of studded leather and a scimitar, which he sells at Tarag's Forge
    reducing his debt to just over 102 gp.
    This comes on the heels of a loan offer, which Richard tries to negotiate in good faith for 75gp + 18gp 6sp 1cp = 93gp 6sp 1cp.
    Then he is gifted with another 20gp (+ 93gp 6sp 1cp = 113gp 6sp 1cp) which puts him over the needed funds and he returns to Tarag's to claim his Bastardsword.
    113gp 6sp 1cp - 102gp 8sp 3cp = 10gp 7sp 4cp then returning the unused gold - 10gp = 7sp 4cp and a Masterwork Bastardsword!

    Exceptional weapon in hand, Richard sets forth to help a large gathering of heroes overcome an ominous sounding threat to peace - everywhere.
    Setting out, Richard's group is trying to recover the "Sylvan Shard"
    Along the way, experience is gained fighting Nixies (+300xp +300 for Time) and Ettercaps (+450 + 150 for Time)
    EXP = 4581 + 1200 = 5781
    Finally we arrive at a strane conclave of monks... Blind monks! This once powerful order guarded the Heart Tree, but they all, including the tree it seems, have been poisoned! (+100 for meeting the monks)
    EXP = 5781 + 100 = 5881
    We are asked to aid the brothers in discovering the cause of the poison and eradicating it, and our blind guide leads us... Underground! Deep under the forrest, under the roots of the massive tree itself. Our first encounter is with some truly hideous Satyrs which weakens the party some, but we overcame them.
    (+750 EXP! ... 5881 + 750 = 6631! DING! Level 4!

    Level Up!
    Level 4 (Fighter 4)
    Training: +d10+2 (+9 Hit points even level up)
    Stat Increase: Dexterity +1 to 14 (see feat)
    +1 BAB, +1 Fortitude ST, +4 Skill Points
    Richard uses his remaining skill point to begin training with Tarag at his forge: Craft: Weapons +1 skill.
    Remaining skill points in Handle Animal +2, and Ride +1
    Fighter Bonus Feat: Dodge... Having so many successful attacks land against him regardless of his armor, Richard decides that getting out of the way is the better part of staying in the fight. Thus he concentrates more on Dodging and evading, increasing his Dexterity and gaining the Dodge Feat.


    Additional EXP awards (for time) are +1400
    EXP = 6631 + 1400 8031
    Battle in second chamber (defeated only the zombies): 720 XP each
    8031+720=8751
    Time XP (Nov '08 - Apr '09): 6 * 50 * [character level]4
    1200
    8751+1200 = 9951

    After adventuring in the forrests, Richard returns with enough wealth to easily pay back his benefactor the 90gp he borrowed from him, including the interest.
    His share of the treasure was 2525gp, -200 for 'cost of living' expenses = 2325.
    2325-90 = 2235gp. He'll carry that in 220 pp and 35 gp.

    Left 10 gp at Tarag's Forge making sure expenses were covered and the help was payed. Will recover the money upon returning... he hopes.

    Gradually going through his funds, though hopefully a lot of return on the investment - plus a chance at adventure - awaits.
    Spent 62.5 gp for supplies. Now ready to leave ... after another restful night at the RDI...

    Level Up! (Fighter 4, Ranger 1)
    After a quick and bloody battle Richard once again gains in experience! 9951+400=10351
    Following his heart and soul, Richard turns upon his path, towards the calling of Ranger.

    Training: Ranger +d8+2 = +6 Hit Points, +2 Con (14) = gain 8 HP.
    +1 BAB, +2 Fortitude, +2 Reflex
    +8 Skill Points: Spot +3, Survival +5
    Feats: Ranger 1: Track
    Abilities: Ranger 1: 1st Favored Enemy: Undead, Wild Empathy

    Ranger Feats and Abililities:
    Favored Enemy (Ex)
    At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

    Track
    A ranger gains Track as a bonus feat.

    Wild Empathy (Ex)
    A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

    Well, Richard finally met his match. The poor boy just couldn't turn his back on his comrade, and although he managed to convince two of his compatriots to flee, in the end his life was worth nothing more than the whim of 'fate'.
    And a ridiculously underpowered (CR wise) monster - the Hydra.
    If any DM's are reading this - if you put a average third level group against a "CR 5" Hydra, they are dead. So... if you want to kill them, cool.
    Otherwise... not so much.
    As a personal observation of a Player/DM of over 25 years of D&D and many other RPG's: Players don't necessarily feel like they've "lost the game" when their character dies.
    When the DM gives players no way out, then kills their Characters, he loses all respect of his players, and that is the only way a DM loses this game.
    covaithe has lost my respect. In my view, he's a failure as a DM.
    But what do I know. I'm just another long term player of LEW who won't likely be back.
    Ok, so I lied. Not about how I feel about the above, but rather about coming back.
    Literally.
    As mentioned, Richard apRawen, scion of a semi-noble family, abducted by Orcs at a tender age while his family (and indeed whole village) was left to bleed out behind him, is now a young Elf.
    The following is taken from a PM received on 10-11-10 regarding the loss of level due to the Reincarnation, and EXP awarded which keeps RR at 5th level:
    quote:
    Richard's XP total is reset to half way through 4th level (i.e. 8000), time XP is still owed him, so he'll pick up at least 4x12x50=2400 XP, which will put him right back at 5th level./end quote.
    Whatever shall he do now?
    Well, to start with, I believe that Richard will begin to Believe.
    Time to do a little shake up with my fave fighter.
    I'll start with a little bit of faith, as Richard spent some of his 'off time' upon the wilds of the Beastlands. He became aware of Verdante and as he gradually recalls bits and pieces of that encounter, he's even more interested in continuing his Ranger training; his already well-rooted hatred of the undead is further reinforced as they are the anti-thesis of all that is natural.
    Now where's his horse?
    Ok, went back for Sally, *happy sigh* and after this post have some gear back. I did not list the BP as equipped as the New and reduced Richard would swim inside the old Human sized BP.

    Still have a chunk of cash, so that's good... I suppose I could take a 10% restock fee at the fine establishment of Tarag's Forge to swap my old BP for a new one 20gp... then buy a replacement heavy steel shield that'd be 20 more gp.
    Then on to replace the walking armory: Dagger x3, 6gp; Heavy Mace, 12gp; Javelin x3, 3gp; Heavy Crossbow, 50gp; Bolts x10, 1gp!
    Note that I could not find Tarag's Forge on the boards , just took d20SRD prices.
    Replenishing my stores will be my next stop, a general goods trader should sell the following:
    Backpack, 2gp; Bedroll (fine quality), 5gp; Belt Pouch, 1gp;
    Flint and Steel, 1gp; Cure Lt Wounds x2, 100gp; Rations x15, 7.5gp; Sewing Needle & Thread, 8sp; Torches x3, 3cp; Water Skin, 1gp; Whetstone, 2cp;
    Total cost: 230gp 5cp and Richard is back in business...
    Last edited by Richard Rawen; Monday, 1st November, 2010 at 07:59 PM. Reason: details details

  • #245
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    Acolyte (Lvl 2)

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    ø Ignore Dungannon

    Lucien Rayes, half elf ranger 4

    Code:
    Name: Lucien Rayes
    Class: Ranger
    Race: half-elf
    Size: medium
    Gender: male
    Alignment: neutral good
    Deity: Hyrag
    
    Str: 14 +2 (6p.)     Level: 4        XP: 6722
    Dex: 14 +2 (6p.)     BAB: +4         HP: 30 (4d8+4)
    Con: 13 +1 (4p.)     Grapple: +6     Dmg Red: 0/-
    Int: 12 +1 (4p.)     Speed: 30'      Spell Res: -
    Wis: 15 +2 (8p.)     Init: +6        Spell Save: 12 + spell lvl
    Cha: 10 +0 (2p.)     ACP: -1         Spell Fail: 15%
    +1 to Con at 4th level
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +2    +0    +0    +0    15
    Touch: 12              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       4    +2          +6
    Will:                      1    +2          +3
    conditional mod: +2 vs. enchantment
    
    Weapon                  Attack   Damage     Critical   Range
    Heavy Mace                +7     1d8+2      20-x2
    Handaxe                   +6     1d6+2      20-x3
    Shortbow                  +6     1d6        20-x3      60' inc.
    Heavy Mace +5/Handaxe +4 when using TWF
    
    Languages: Common, Elvish, Goblin
    
    Abilities: immune to sleep, +2 save vs. enchantment, low-light vision, +1
    to Listen, Search & Spot, +2 to Diplomacy & Gather Information, wild empathy +4,
    favored enemy: undead (+2 to Bluff, Listen, Sense Motive, Spot, Survival
    and damage)
    
    Feats: Endurance, Improved Initiative, Track (ranger), Two-Weapon Fighting (ranger),
    Weapon Focus: Heavy Mace
    
    Spells: 1 - 1st level
    
    Skill Points: 49       Max Ranks: 7/3.5
    Skills                    Ranks  Mod  Misc  Total
    Climb                       0    +2   -1     +1
    Concentration               0    +1          +1
    Craft                       0    +1          +1
    Diplomacy*                  0    +0   +2     +2
    Gather Information*         0    +0   +2     +2
    Handle Animal#              3    +0          +3
    Heal                        3    +2          +5
    Hide                        4    +2   -1     +5
    Jump                        0    +2   -1     +1
    Knowledge (dungeoneering)#  0    +1          +1
    Knowledge (geography)#      2    +1          +3
    Knowledge (nature)#         1    +1   +2     +4
    Listen                      7    +2   +1     +10
    Move Silently               7    +2   -1     +8
    Profession#                 0    +2          +2
    Ride                        3    +2          +5
    Search                      6    +1   +1     +8
    Spot                        6    +2   +1     +9
    Survival                    5    +2  (+2)    +7/+9 (conditional mod when tracking)
    Swim                        0    +2   -2     +0
    Use Rope                    2    +2          +4
    * cross-class
    # trained only
    
    Equipment:               Cost  Weight
    studded leather          25gp   20lb
    heavy mace               12gp   8lb
    handaxe                  6gp    3lb
    shortbow                 30gp   2lb
    arrows (20)              1gp    3lb
    backpack                 2gp    2lb
    scrollcase (2)           2gp    1lb
    flint & steel            1gp    -
    ink                      8gp    -
    inkpen                   1sp    -
    steel mirror             10gp   .5lb
    paper (10)               4gp    -
    belt pouch (2)           2gp    1lb
    silk rope 50'            10gp   5lb
    waterskin                1gp    4lb
    whetstone                2cp    1lb
    holy water (2)           50gp   2lb
    sunrod (2)               4gp    2lb
    Total Weight:54.5lb    Money: 71gp 8sp 8cp
    
    Animal Companion: heavy horse
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                58    116   175  350   875
    
    Age: 29
    Height: 5'2"
    Weight: 121lb
    Eyes: green
    Hair: brown
    Skin: tanned
    Appearance: Lucien is a sullen looking man, dressed in wellworn studded leather covered with a travelstained cloak. He is usually quiet until one learns his trust, then he will open up and even offer the occasional joke.

    Background: Lucien Rayes is the son of a human father and elven mother. He grew up with his mother's family since his adventurer father left one day seeking fortune and glory and never returned. As a half-breed, he never felt totally comfortable in the elven community, so he spent most of his time in the surrounding forest, learning to fend for himself and studying nature. After coming of age he decided to live in the woods fulltime before finally venturing out into the wider world to broaden his horizons. During his time in the forest he encountered a band of zombies that had just razed a small village. Horrified by the perversion of nature, he tracked down the zombies and destroyed them, but never found the one who created or controlled them. Knowing the master was the true threat, he spent his time searching for undead and those who use them. His travels finally took him to the city of Orussus and the famed Red Dragon Inn...

    XP Record
    2506 from D2: The Lost Manor
    2016 from Looking For Trouble
    1500 from 10 DM points
    700 from The Blind Watchers of the Sylvan Shard
    Last edited by Dungannon; Friday, 6th June, 2008 at 11:37 PM. Reason: XP

    Devlin Magruder in Living ENWorld, semi-retired.
    Lucien Rayes in Living ENWorld, semi-retired.
    Living Enworld DM for R1: Hired Hands and R2: Rats in a Maze

  • #246
    Code:
    Name: Payne
    Class: Rogue
    Race: Human
    Size: Med
    Gender: Female
    Alignment: NE
    Deity: Taka
    
    Str: 10 +0 ( 2p.)     Level: 3        XP: 3725
    Dex: 16 +3 (10p.)     BAB: +2         HP: 18 (3d6+3) 
    Con: 12 +1 ( 4p.)     Grapple: +2     Dmg Red: 
    Int: 10 +0 ( 2p.)     Speed: 20'      Spell Res: 
    Wis: 14 +2 ( 6p.)     Init: +3        Spell Save: 
    Cha: 14 +2 ( 6p.)     ACP: -1         Spell Fail: 
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +3    +X    +3    +X    +X    +X    16
    Touch: 13             Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                  1    +1          +2
    Ref:                   3    +3          +6
    Will:                  1    +2          +3
    
    Weapon                  Attack   Damage     Critical
    Dagger (x2)        +2(+5 ranged)     1d4+0     19-20/x2
    MW Dagger         +3(+6 ranged)     1d4+0     19-20/x2
    Light Crossbow                +5     1d8+0     19-20/x2
    
    
    Languages: Common
    
    Abilities: Sneak Attack (2d6), trapfinding, Evasion, Trap Sense +1
    
    Feats: Combat reflexes, Two Weapon Fighting, Two Weapon Defense
    
    Skill Points: 54       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Sleight of Hand              6    +3     -1   +8
    Search                       6    +0          +6
    Spot                         6    +2          +8
    Disguise                     3    +2          +5
    Gather Info		     5    +2          +7
    Hide			     3    +3	 -1   +5
    Intimidate		     3	  +2	      +5
    Open Locks		     6	  +3          +9
    Move Silently	             6    +3     -1   +8
    Escape Artist                2    +3     -1   +4
    Bluff			     4    +2          +6
    Listen                       2    +2          +4
    Use Magic Device             2    +2          +4
    
    Equipment:               Cost  Weight                 
    Daggers (x2) 		     2gp    1lb(each)
    Light crossbow  	    35gp    4lb
     -- bolts (20)	 	     2gp    2lb
    Studded leather	            25gp   20lb
        (-1 armor check penalty)
    Thieves Tools 		    30gp    1lb
    Backpack                     2gp    2lb
    Flint/Steel                  1gp   --lb
    Ink			     8gp   --lb
    Hooded Latern		     7gp    2lb
    MW Dagger (with topaz)     362gp    1lb
    Paper(X2) 	   	     8sp   --lb
    Belt Pouch(x2)		     2gp    1lb
    Vial(x2)		     2gp 2/10lb
    Total Weight:35.2 lbs     Money: 942.9gp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:            33  34-66 67-100  100   500
    
    Age: 18
    Height: 5'5"
    Weight: 116lb
    Eyes: One blue, one green.
    Hair: Ebony
    Skin: Pale, scarred.
    Appearance: At the risk of sounded cliche', this femme fatale very rarely wandered out of the shadows.
    Cloaked in clothing dyed the color of starless nights, pallid flesh wasn't often offered up to the sun's caress..
    preferring to remain engulfed in her self-proclaimed mystery. Not to mention - wishing to keep her heavily scarred
    skin a secret, not too pleasing on the eye. Unless of course, you consider children crying and women screaming in
    horror sounds of intrigue?

    Background: Born to a poor farm family, Azara, learned to work hard at a very young age. Picking
    produce at the ripe age of three, helping with the horses at the age of five, and sold into slavery at the
    age of seven. Needing every coin they could collect her parents all most too willingly sold their only child to
    seedy fellow who went by the name of Price. Price was such a lovely man, who treated his slaves with the utmost
    gentle hand. And by that we mean he beat and abused his products and it was no surprise that ever owner Azara ever
    knew treated her just as well. Being left scarred on so many levels, she ran away from her past and into the
    trusting arms of thievery. Dropping her name, her background and adopting the lifestyle of Payne - appropriate, eh?
    Last edited by TwistedMindInc; Saturday, 30th June, 2007 at 04:49 AM.

  • #247
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    Acolyte (Lvl 2)

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    Syracuse, NY
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    ø Ignore hero4hire
    My communities:

    approved for 3rd level
    Code:
    Name: Kol Axbjorn
    Class: Barbarian
    Race: Maenad
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral (Good tendencies)
    Deity: Grendath, with a nod to Halor & Mongrel
    
    Str: 16 +3 (10p.)     Level: 3       XP: 3825
    Dex: 10 +0 ( 2p.)     BAB: +3        HP: 36 (3d12+6)
    Con: 14 +2 ( 6p.)     Grapple: +6    Dmg Red: -
    Int: 14 +2 ( 6p.)     Speed: 40'     Spell Res: -
    Wis:  8 -1 ( 0p.)     Init: +0       Spell Save: -
    Cha: 14 +2 ( 6p.)     ACP: -2        Spell Fail: 20%
    
                       Base  Armor Shld   Dex  Size  Nat  Misc  Total
    Armor:              10    +4    +0    +0    +0   +0   +1*   14 (*15 vs traps)
    Touch: 10              Flatfooted: 14
    
                             Base   Mod  Misc Total
    Fort:                      3    +2          +5
    Ref:                       1    +1*         +1 (*+2 vs traps)
    Will:                      1    -1          +0
    
    Weapon                  Attack   Damage    Critical
    Greataxe +1               +7     1d12+5      20 x3
    Shortbow                  +3     1d6         20 x3
    Dagger                    +6     1d4+3       19-20 x2
    
    Languages: Maenad, Common, Elvish, Goblin
    
    Abilities: 
    Naturally Psionic: Maenads gain 2 bonus power points
    at 1st level. 
    This benefit does not grant them the ability to
    manifest powers unless 
    they gain that ability through another source, such as
    levels in a psionic 
    class. 
    
    Psi-Like Ability: 1/day—energy ray. A maenad can deal
    only sonic 
    damage with this ability. It is accompanied by a
    tremendous scream 
    of rage. Manifester level is equal to ½ Hit Dice
    (minimum 1st). 
    The save DC is Charisma-based. 
    
    Outburst (Ex): Once per day, for up to 4 rounds, a
    maenad can 
    subjugate her mentality to gain a boost of raw
    physical power. 
    When she does so, she takes a -2 penalty to
    Intelligence and Wisdom 
    but gains a +2 bonus to Strength. 
    
    Fast Movement (Ex): A barbarian’s land speed is faster
    than the norm for his race by +10 feet in light armor.
    
    Illiteracy: Cannot read or write.
    
    Rage (Ex): 3/day 7 round duration
    
    Uncanny Dodge (Ex): 
    Retains his Dexterity bonusto AC (if any) even if he is 
    caught flatfooted or struck by an invisible attacker. 
    
    
    Trap Sense (Ex)
    +1 bonus on Reflex saves made to avoid traps and a +1 
    dodge bonus to AC against attacks made by traps. 
    
    
    
    
    Feats: 
    Psionic Weapon [Psionic]
    You can charge your melee weapon with additional
    damage potential. 
    Prerequisite
    Str 13. 
    Benefit
    To use this feat, you must expend your psionic focus. 
    Your attack with a melee weapon deals an extra 2d6
    points of damage. 
    You must decide whether or not to use this feat prior
    to making an attack. 
    If your attack misses, you still expend your psionic
    focus. 
    
    Extra Rage
    Type: General
    Sources: Complete Warrior 
    Masters of the Wild
    
    You may rage more frequently than normal.
    
    Prerequisite: Rage or frenzy ability.
    Benefit: You rage or frenzy two more times per day than you otherwise could.
    Special: You can take this feat multiple times. Its effects stack.
    
    
    
    
    Skill Points: 36       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc 
    Total
    Concentration              2*   +2           +4
    Climb                      4    +3    -2     +5
    Intimidate                 6    +2           +8
    Jump                       6    +3    +2     +11
    Listen                     6    -1           +5
    Survival                   6    -1           +5
    Swim                       4    +3    -4     +3
    
    
    
    Equipment:               Cost  Weight
    Greataxe +1                      12lb
    Greataxe                 20gp    12lb
    Shortbow                 30gp    2lb
    18 arrows                 1gp    2.7lb
    Chain Shirt             100gp   25lb
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Pouch, Belt               1gp   .5lb
    Sack                      1sp   .5lb
    Waterskin                 1gp    4lb
    Whetstone                 2cp    1lb
    Dagger                    2gp    1lb
                  
    
    
    Total Weight:67.7lb      Money:  14pp 7gp 6sp
    8cp 
    
                               Lgt   Med   Hvy  Lift Push
    Max Weight:                76   153   230   460  1150
    
    Age: 41
    Height: 6'2"
    Weight: 230lb
    Eyes: Purple
    Hair: Black
    Skin: Caucasian Flecked w/ Amethyst
    Appearance:
    Kol stands over 6 foot and his broad shoulders portray
    a sense of strength to his form. Unlike his brethren
    he keeps his long jet-black hair unkempt. Also, unlike
    his kin he is quick to smile or grimace, his face
    betraying all emotion.
    At first glance Kol appears to be a human, but upon
    closer inspection the luster of his skin and the deep,
    rich color of his eyes betray his origins as
    something…else.

    Background:
    Spoiler:

    Kol was borne to a Cliffside community of Maenads. At
    a young age Kol constantly set himself apart from his
    reserved race. While still a boy, he was expelled from
    school for crippling a class-mate. It seemed that,
    unlike most Maenads, Kol could not or would not
    contain the fiery emotions that dwelled within all his
    kind. Instead Kol embraced it. Not only did this make
    him appear violent and unpredictable to his family and
    friends, but something to be feared, and eventually
    shunned. When he came of age Kol was ostracized from
    his community, and unleashed upon an unsuspecting
    world. While bitter, Kol is an optimist, and
    furthermore, something of a hedonist. He always wanted
    to experience life. Well now he had his chance. Kol
    makes his way now as a sell-sword. He tries to live
    everyday to its fullest, and although
    good-intentioned, this has made Kol somewhat morally
    ambiguous. “Hey!” as Kol would say “I’m just looking
    for a good time!”


    XP tracking 1075 pre-crash + 2400 + 250 + 100 = 3825 XP

    edit: 8/9/07 fixed Jump Check to reflect 40 speed
    edit 9/6/07 xp
    Last edited by hero4hire; Thursday, 6th September, 2007 at 11:08 PM.
    http://leb.wikia.com/wiki/LEB:PC:Filo_d%27Jorasco_(Hero4Hire)

  • #248

    I'll clean this up later

    Code:
    Name: Zurd

    Class: Half-orc Paragon/Sorcerer
    Race: Half-orc
    Size: Medium
    Gender: Male
    Alignment: Neutral
    Deity: Mongrel

    Str: 14 +2 (4p.) Level: 1/1 XP: 1075
    Dex: 14 +2 (6p.) BAB: +1 HP: 11 (1d8+1d4)
    Con: 10 +X (2p.) Grapple: +0 Dmg Red: XX/XXXX
    Int: 10 +X (4p.) Speed: 30' Spell Res: XX
    Wis: 09 -1 (1p.) Init: +2 Spell Save: +X
    Cha: 15 +2 (13p.) ACP: -X Spell Fail: 15%

    Base Armor Shld Dex Size Nat Misc Total
    Armor: 10 +3 +2 +X +X +X +X 15
    Touch: 12 Flatfooted: 13

    Base Mod Misc Total
    Fort: +2 +0 +2
    Ref: X +2 +2
    Will: +2 -1 +1

    Weapon Attack Damage Critical
    Dagger +3 1d4+2 19-20x2
    Ranseur +3 2d4+2 20-X3
    Scimitar +3 1d6+2 18-20X2

    Spells per Day: 5/4
    Spells Known: 4/2
    0th: Detect Magic; Daze; Acid Splash; Prestidigitation (DC13)
    1st: Shield; Color Spray (DC13)


    Languages: Orc; Common

    Abilities: Divided Ancestry; Monstrous Mien (+4 Intimidate); Summon Familiar

    Feats: Persuasive

    Skill Points: 18 Max Ranks: 5/2.5
    Skills Ranks Mod Misc Total

    Climb 1 +2 -1 +2 (-1 ACP)*
    Craft (Alchemy) 4 +0 +5
    Handle Animal 4 +2 +6
    Intimidate 4 +2 +6 +13 (Misc Mods;+4 from Class/+2 From Feat)*
    Jump 1 +2 -1 +2
    Listen 0 -1 -1
    Ride 0 +2 +2
    Survival 1 -1 +0
    Swim 1 +2 -2 -1 (-2 Double ACP)*
    Appraise 0 +0 +0
    Balance 0 +2 -1 +1 (-1 ACP)*
    Bluff 2 +2 +2 +6 (+2 from feat)*
    Concentration 0 +0 +0
    Diplomacy 0 +2 +2
    Disguise 0 +2 +2
    Escape Artist 0 +2 -1 +2 (-1 ACP)*
    Heal 0 -1 -1
    Move Silently 0 +2 -1 +1 (-1 ACP)*
    Search 0 +0 +0
    Sense Motive 0 -1 -1
    Spot 0 -1 -1
    Use Rope 0 +2 +2


    Equipment: Cost Weight
    Studded Leather 25gp 20lb
    Throwing Daggers x6 12gp 6lb
    Ransuer 10gp 12lb
    Scimitar 15gp 4lb
    Backpack 2gp .5lb
    Bedroll .1gp 1.25lb Ea @ 3
    Waterskin 1gp 1lb Ea @ 3
    Flint&Steel 1gp 0lb
    Collar&Leash 4gp 1lb Ea @ 2
    Day I/Rats .5gp 1lb Ea @ 17
    Doggie Backpack 8gp 4lb Ea @ 2
    Caltrops 1gp 1lb Ea @ 5
    Spell Pouch 5gp 2lb
    Travelers Outfit (Green) 0gp 5lb
    Travelers Outfit (Blue) 6gp 5lb
    Travelers Outfit (Purple)6gp 5lbs
    Dogs War 25gp 150lbs Ea @ 2

    Total Weight: Money: 5gp 7sp 0cp
    (Z) 58lb
    (Kurg) 20.25lb

    Lgt Med Hvy Lift Push
    Max Weight: 58 116 175 350 1750

    Age: 17
    Height: 6'01"
    Weight: 180lb
    Eyes: Bright BLue
    Hair: Black
    Skin: Fair with only a little hint of the orcish grey. He lacks the characteristic orcish coarse hair in the obvious places. His skin is smooth and soft.


    Background

    background etc

    Code:
    Animals: (not Companions just a trained friend)

    Names; Kurg (male) (CR1) Dog, War**: Medium Animal; HD 2d8+4; hp: 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4natural), touch 12, flat-footed 14; Base Atk: +1; Grp +3; Atk: Bite +3 melee (1d6+3); full Atk: Bite +3 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA: Trip; SQ: Low Light Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis12, Cha 6.

    Skills and Feats: Jump +8*, Listen +5, Spot +5, Survival+1*; Alertness,
    *Dogs have a +4 racial bonus to Jump; They also have a +4 bonus to Survival when tracking by scent.

    Carrying Capacity: A light load for a War Dog dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.

    Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.

    Tricks = Attack/Down/Defend/Heel/Guard/Track

    **Notes for clarity: This category includes large working breeds such as collies, huskies, and St. Bernards; Krug is a Caucasian Mountain Dog (Also called the Ovcharka) a breed of Russian herding dogs popular in the Caucasus mountain ranges of Central Russia. It is one of the oldest breeds and recent archeological finds support that it may have been the first breed domesticated by man. They are known for their ferocious nature and overprotective nature with regards to their owners. They average 30” at the shoulders and about 150lbs. Females are slightly smaller than males. They make excellent dogs and are used for a variety of security roles within the Russian Army and Police. ( OOC: If anyone is interested I have several pictures as I have one myself. They can be scary to watch in action!) Link: http://esquirecaucasians.com/

    Appearance:
    Facial: At first glance and from a distance Zurd’s orcish blood is not obvious.
    He lacks the characteristic gray shade of “pig”mentation; he lacks the large
    protruding forehead but has a bit of the typical jutting jaw. He has the
    characteristic tusks but they are well proportioned and not obtrusive. His
    tusks are capped with silver. He has a cruel scar just over his right eye (a
    reminder of his tribal heritage). His bright blue eyes give him an otherworldly
    gaze that some find unnerving especially when they are the focus of his ire
    and stare. (gotta account for the +12 Intimidate at 1st level somehow)

    Body Type: He appears as a well-proportioned and well-muscled man of
    just above average height.

    Clothing: He wears foppish clothing, in loud shades of blue and purple.
    He wears a broad brimmed travelers hat with a large feather plume from
    some bird or another, which is dyed light blue. His midnight blue cloak
    is made of wool and has a large hood suitable for traveling. His breeches
    are charcoal grey and made from a simple but durable cloth. His shirt is
    lavender with ruffles and fluted sleeves. His clothes are immaculately
    clean and well pressed.


    Background:

    Zurd, spent the first part of his life in an orc tribe known as the Skin
    Takers aptly named for the trophy that they commonly kept after raids.
    He was small in childhood and way too human for his father to stomach.
    Zurd survived only because his mother – a human slave knew how to
    keep her master content. She gave up much of her dignity to save her
    son from his cruel father’s drunken wrath and orcish ire. Zurd’s mother
    was a woman of high breeding among her people and when the older males
    went off to war or to raid she spent time teaching him their ways. She
    longed for him to have the chance to escape the bonds of his tribe and l
    ive in the world of men. She taught him to appreciate fine cloth, to bathe
    daily, to eat with utensils and to do so in a manner consistent with the
    customs of the high bred. She told him stories of the lavish halls and huge
    manors with their cushioned divans and lavish feasts and of the servants too.
    Not servants like his mother and the other women were to the tribe but
    helpful people who when treated with kindness actually liked to serve
    their masters. Zurd longed for this life of luxury and plenty. No more winters
    of starving, no fear of a knife in the back over a bucket of water.

    Thug, Zurd's father, was a warrior of little account in the tribe, a mere
    scout. Zurd was, as his son, little more than a slave himself due to his
    father’s low status. He grew up the butt of jokes about his short tusks
    and girlish features. He was a male though and as a male of the tribe he
    learned to fight; when it came to weapons he chose a thin quick blade from
    the stores. He didn’t have to fight anyone for it either - good for him! He
    was really good with a spear, the weapon of the cruel orcish god, and picked
    up a particularly useful long one with a dual hooked blade under the spearhead.
    (The Ransuer) He learned to trip his opponents with the hooks and to keep
    them at reach. He was exceptional with the orcish short bow along with
    other ranged and thrown weapons. He learned to throw daggers with great
    speed and accuracy and it was in this way he made his first kill. Zurd killed a
    rival male over a deer carcass in a bad winter when he was only 10 summers.
    One quick strike to the back and it was over. The valuable lesson – killing was
    easy; best from a distance and behind.

    Zurd earned his way onto a raiding-party in his 13th summer. The target
    was a rival orc tribe the Swift Axes. He earned his manhood that day as
    well when he bravely held 3 orc warriors at bay with his long “spear” when
    the chieftain was sorely pressed on his flank. He was given a choice of spoils
    from the raid. The others laughed loudly at him when he chose two orphaned
    dog pups and some food stores as his prize over some female slaves. He was
    not yet a man when it came to females yet so he had no interest in them,
    however that would soon change.

    Zurd, now a warrior in the tribe had one more thing going for him. In his
    youth the other orc mothers seemed to like him and prized his gentleness.
    He would braid their hair; make them necklaces of shells and shiny trinkets
    and just talk to them. They along with his mother had a good hand in helping
    him get to his teens, they protected him, he was everyone's son they said.
    In fact Zurd in the regional tribal dialect means “every son”.

    Now as a warrior of the tribe with rights to females this like and respect turned
    to something else – interest. Love among the orcs is short and brutal like everything
    else. The females as little more than possessions stand to gain little of any union
    save pain followed by the potential pain of childbirth. Zurd had turned into a favorite
    of the ladies, he was considered very handsome among them and he was “schooled” by many of the older women of the tribe and leaned his trade well. His gentle and accommodating manner made him a favorite of the young and old alike. He listened
    to them and comforted them during storms and was there to fill the void when their
    brutal masters were away or too drunk. He had finally found a way to fit in – a role
    in the tribe. However, just as he found a place in the hierarchy and a role for himself
    his newfound popularity would be his undoing.

    He came to fall in love with the gentle spirit Magruh, the daughter of the tribe’s
    shaman. As the shaman they lived in a cave further down the mountain from the
    rest of the tribe. Zurd came to spend much time there and in the territory in
    between the camp and the shaman's cave during the spring of his 15th summer.
    He and the big puppies, who were never far from their friend spent many a spring
    day in the woods gathering ingredients for his love's potions and concoctions.
    The puppies even helped by scaring up some game for an impromtu meal now and
    again. The puppies always managed to get more than their share.

    Magruh was a healer and an accomplished alchemist, capable of making all manner
    of useful things. Stones that would explode in a loud bang, bags that would stick
    someone’s very legs together and evne liquid fire in a bottle among other things.
    She taught some of this art to Zurd on their many visits. They even made a
    small lean-to home for themselves in the woods outside the regular tribal hunting
    range.

    Unbeknownst to either of them Magruh’s father was soon to give her to Hrog the
    tribes up and coming champion. He was big cruel, brutal and horribly strong.
    Hrog and her father had been cooking up a plot to take down the current chieftain
    who was getting weak. This was to solidify the deal. Neither of them knew she was
    to be given away as son as the solstice ceremony that very day and were there
    coyly trying to hide their feelings as usual exchanging glances and an odd touch
    at the ale keg like cubs.

    When the drums stopped during the feast, the point in the ceremony where cubs are named, warriors are affirmed and mates claimed both were looking bored and for a
    good chance to escape the boredom to enjoy a dip in the stream. Then it happened,
    her father and Hrog stood when the time to claim mates was heard. Zrud and
    Marguh both froze; they knew she was the only female of her father’s spawn of mating age. In a blur of emotion and disbelief she was awarded to Hrog. She screamed as
    Hrog carried her off to the caves….

    Zurd was angry and confused, what to do, what to do? He needed to make a plan
    to get her back. There was no way to do it now; Hrog had a large following already
    among the younger warriors and would have them set to watch his back on this night.
    Zurd sulked off into the woods to plot his revenge and the retaking of his mate.

    He spent the next few days in the woods alone not able to grace the fire for fear of
    seeing her there with him. Finally he had to return for the hunt. He was walking with
    the pups through the burial circle and noticed there was a new pile of stones in the
    burial ring, it was covered with flowers and therefore must be new. As death was an everyday thing in the tribe someone died almost every day, but only the graves of the females were ever respected with flowers as the innate feminine bond between them transcended the real world. He, as a “friend” to most of the older females, thought he should ask at the circle who it was so he could show his respects with a wreath.

    He had come with his gear for the hunt, and as he stood there waiting for the other
    males to assemble he spied Kirguh an older female who was like a mother to him. ...The scream was so primal and loud it shook the very trees in the woods.... All the other
    orcs saw and heard was Zurd running down the mountain two confused pups in tow, screaming in rage and horror. Someone later asked what happened?

    The response was in typical orc “Grugh no knowz, Kirguh juzts sayd to him dat da Hrogz
    new womenz jump from clivs two dayz ago"...Den he takz off runz to da woodz"...He waz too humanz any wayz"..."harg hah haz". "Me hopz he dun comz bakz dem twoz dogz was bitez me onze to much".

    Zurd ran and cried and ran and ran, until he fell down with exhaustion and cried himself
    to sleep. He was alone he thought. Ironically at that moment, he was the victim of a slobbering puppy kiss. He looked into the dogs eyes and kissed him gently on the nose, "looks like its us from here on out" he said. Just then the other puppy nuzzled her way in as if to say,”hey don’t forget me”. He realized that he had never named them…odd, “I shall call you (the male) Krug for you are brave, and you Kura for you are smart”,
    he said.

    Well it was just the three of them and for 15 moons they lived in the woods alone; the
    half-orc and the puppies. Well they weren’t exactly puppies anymore they were upwards
    of 150lbs each - furry and usually very hungry. The three of them had a cave of their
    own and Zurd had become a good hunter, he had his bow and the rest if his gear with
    him when he ran so he had what he needed to survive.

    The hardest day was the day they had to fight the bear. It was obviously an old bear
    as it was grey around the muzzle and had a gray stripe along its back, maybe thats why they did. Maybe it was becasue Zurd had taught the dogs to help him fight that they had won the day. Early in the fight the bear broke his orc bow in half, a loss to the group but he was glad it was not his head. He kept the bear at reach with his long “spear” and the dogs harried the animal from the sides. The final strike came when the bear charged Zurd set the “spear” against a tree and the great bear impaled himself upon it. He and the dogs ate freely for a week and the group had a new blanket for the winter.

    Zurd often thinks of the bear admiringly... He was old and perhaps he just wanted to die
    in battle he thought; an honorable death. Animals are no different than orcs he thinks.
    It was spring there was plenty of game and berries about so there was no competition for food, and the bear was nowhere near its den so teretory was not the issue. Why did he fight... Perhaps, Zurd will never know.

    One day as Zurd and the dogs were out scouting their little empire they came upon a road. Moving down it was a host of wagons with a number of human children riding on them and driving. Before he could stay ithe dogs they wereoff at the sight of the other dogs around the wagon train, there were lots of them and off the puppies went running breakneck speed for the wagons wagging their tails all the way. This scared Zurd, he knew that the human mothers and fathers might think the dogs dangerous and kill them on sight. So he gave chase, not thinking that he might indeed scare the drivers more than the dogs. The dogs beat him there of course and were jumping and playing when he came upon the caravan winded from running. At a glance som of the children were smoking and had beards, he thought that this was unusual but then he’d only seen a few humans; his mother a couple other slaves all female and a few children that one another tribe had at a trade meeting.
    So he wasn’t sure what to think.

    The people were colorfully dressed in bright clothes with fancy hats and ribbons in their hair. There were flags on the wagons. Two small people rode up to Zurd on some dogs about the size of Krug and Kura. “Hullo”, they said together. The older looking of the
    two spoke, “I am Jan and this is Gurn”. “You look a little out of breath there my friend”
    Jan said, with a broad toothy smile on his face, “We were just about to set up camp for
    the night, would you like to join us for supper”? Trying to remember what his mother
    would have said to him about etiquette, he decided it impolite to decline the invitation. Zurd very awkwardly bowed and said in almost unintelligible common, “Eh world be diluted”.

    Zurd, also thought to ask if their parents would mind and received a hearty laugh from
    the two – men. They had a lovely diner with tastes that Zurd had never dreamed off.
    One was salt the other was pepper that one was curry but there were more many more,
    his mind was in a blur. His taste buds in heaven! He sat on cushions and drank from a
    silver cup. He ate with a fork and a knife and at makeshift table. (It seems that he could
    sit at one of their “field” tables with no chair.) There was music and dancing and performers of all kinds a man ate flame and spit it back out, one made things appear and disappear out of nowhere. A woman sang a song that made Zurd cry. The dogs sat at Zurd's side and took it all in and they ate everything that he did. When the fires had died down and the “real children" had gone to bed, only then did they ask him his story. He related to them everything above and one said it was a great love story and sat about to making verse. Zurd fell asleep on the comfortable cushions and with a belly full of sweets just like his mother always said civilization would be.

    They stayed like this for a couple of days and on the next night a storm blew in scattering the ponies and a good portion of the other livestock. This upset the little people, who referred to themselves as halflings. Zurd offered to help as he had learned a way with animals. He and the dogs were able to round up all of the horses, all but one goat, and they saved most of the foul as well. A few had fallen prey to wolves and small predators in the night. The caravan master said that was a fair piece of work and offered to let him tag along if he wanted to get out of the woods. One of the older halflings suggested that having a big’un around wouldn’t be such a bad idea. So, Zurd went along, he couldn't argue with the comforts the caravan offered.

    He became an animal handler for the caravan and took care of the horses and such. He was able to teach them a few tricks as well. Mostly though, he helped keep the order at their little circus and more often than not helped the group move out in the knick of time before the “locals caught on” to their little scams. The hins were really good at acquireing things and finding lost items. Sometimes this was a little confusing to the patrons. So Zurd got rid of patron’s who had a few too many drinks, that flowed freely to help the group's persuits. He also tossed those who thought they might have lost something, and said so just a little too loudly. He'd show them the sign – MANAGEMENT NOT RESPONSIBLE FOR LOST OR STOLEN PROPERTY! The most useful skill he learned was how to get people to do what you wanted them to do with some harsh words and a good stare – teach them you mean business. This would come in handy later when in their travels he went into town.

    The group stopped at many a town and Zurd loved and learned all he could about civilization. There was one dark thing he learned real quickly about civilization – it didn’t have much of a place for him. He got kicked out of a lot of bars once they figured out his orc blood. So he asked his new family if they could help him fit in. They finished the education his mother started. They showed him the right clothes and how to act how to talk. His common got better and better every day. Now, sometimes people didn’t even notice his orc blood at all. He was after all in the words of his own father - too human.

    As they traveled his relationship improved within the troupe and he wanted something to do other than scare people and kick them out. So he taught the dogs to perform. He made up a little routine they could do. It was a big hit. They learned to stand up and walk upright, to roll over and beg and to jump though hoops and to catch balls and to balance them on their heads. The routine was a skit where Krug was the knight and Kura was the maiden and had to be rescued from a tower. Zurd wore the dragon suit and was defeated in the end. They traveled and traveled but there was always something missing. Until they came to the City of Orussus, Zurd found that while the people of the city varied in their acceptance of his orc blood the bigger the place the more likely he was to be accepted. So he waved goodbye to his second family this morning and with his two dogs intends to make his fortune in Orussus.

    First things first to the Red Dragon Inn for a Drink! ….



    Level-up Log


    Code:

    Exploring the Hase-Suna Complex:
    Level 1 to Level 2: HP+3; BAB +0; WILL save +2; Bluff +2;
    Spells Known 4/2; 0th -Detect Magic; Daze; Acid Splash;
    Prestidigitation (DC13); 1st - Shield; Color Spray (DC13);
    Spells Per Day 5/4

    Last edited by DerHauptman; Monday, 25th September, 2006 at 01:05 AM.

  • #249

    Jik'tu APPROVED LEVEL 2

    Code:
    Name: Jik'tu
    Class: Cleric/Orc-Paragon
    Race: Orc
    Size: Medium
    Gender: Male
    Alignment: Chaotic Evil
    Deity: Tarusk
    Domains: Blood; Destruction
    
    Str: 20 +5 (10p.)     Level: 2        XP: 1150
    Dex: 12 +1 (04p.)     BAB: +0         HP: 16 (1d8+1d10+2)
    Con: 12 +1 (04p.)     Grapple: +6     Dmg Red: XX/XXXX
    Int: 06 -2 (00p.)     Speed: 30'      Spell Res: XX
    Wis: 14 +2 (10p.)     Init: +1        Spell Save: +X
    Cha: 08 -1 (02p.)     ACP: -5         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +4    +2    +1    +0    +0    +0    17
    Touch: 11              Flatfooted: 16
    
                                 Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       X    +1          +1
    Will:                      2    +2          +4
    
    Weapon		Attack   Damage     	Critical 
    Flail  		             +6	 1d8+5		20x2	 
    Light Crossbow		+2	 1d8+0		19-20x2	
    Heavy Flal		+6	 1d10+7		19-20x2   
    
    _______DMG DICE ROLLSHEET________
    [1]-[2]-[3]-[4]-[5]-[6]-[7]-[8]-[9]-[10]
     6   7   8   9   10  11  12  13
     8   9  10   11  12  13  14  14  16  17
    
    
    Spells: Cleric all spells known
    
    0th Level: 3
    1st Level: 2+1 (1 regular; 1 Bonus; One domain)
    2nd Level: None
    3rd Level: NOne
    
    Languages: Orcish and Common
    
    Abilities: 
    	- Darkvision out to 60 feet 
    	- Light Sensitivity - Orcs are dazzled in bright sunlight or within the 
    	  radius of a daylight spell
    	- Daylight Adaptation (Paragon) 
    	- 90 Feet Darkvision (Paragon)
    
    Feats: Scribe Scroll
    
    Skill Points: 05       Max Ranks: 4/2
    
    Skills                   Ranks  Mod  Misc  Total
    ---------------------------Class Skills------------------------------
    Concentration 		      0    +1          +1
    Craft                         0    -2          -2
    Diplomacy		      0	   +0	       +0
    Heal			      4	   +2	       +6
    Knowledge (Arc)   	      0    -2          -2
    Knowledge (His)   	      0	   -2          -2
    Knowledge (Pla)   	      0	   -2          -2
    Knowledge (Rel)   	      0	   -2	       -2
    Profession (Gambler)   	      1	   +2          +3
    Spellcraft           	      0	   -2	       -2
    ---------------------------Untrained Skills-------------------------
    Appraise		      0    -2          -2
    Balance	                      0	   +1          -4   (-5 ACP)*	
    Bluff			      0	   +0          +0    
    Climb                         0    +5          +0   (-5 ACP)*
    Disguise		      0	   +0          +0
    Escape Artist		      0	   +1          -4   (-5ACP)*
    Handle Animal                 0    +0          +0
    Intimidate                    0    +0          +0    
    Jump                          0    +5          +0   (-5 ACP)*
    Listen                        0    -1          -1
    Move Silently                 0	   +1          -4   (-5 ACP)*
    Ride                          0    +1          +1 
    Search			      0	   -2          -2
    Sense Motive		      0	   +2          +2
    Spot			      0	   +2          +2
    Survival                      0    +2          +2 
    Swim                          0    +5          -5   (-10 Double ACP)*
    Use Rope		      0    +1          +1
    
    
    Equipment:                 	Cost   	Weight
    Scale Mail                     	50gp    30lb
    Heavy Wooden Shield            	07gp    10lb
    Flail	                  	08gp  	05lb
    Heavy Flail		       	15gp	10lb
    Light Crossbow                 	08gp    08lb
    Backpack                       	02gp    02lb
    Waterskin                      	01gp   	04lb
    Flint and Steel                	01gp    00lb
    Rations x10                    	05gp    10lb
    Spell Pouch                    	05gp    08lb
    Explorers Outfit               	00gp    08lb
    Clerics Vestments              	05gp    06lb
    Bed Roll                       	.1gp    05lb
    Caltrops x4                    	04gp    08lb
    Holy Symbol                    	01gp    00lb
    Rope Silk 50’                  	10gp    05lb
    Empty Sack x2                  	.2gp    01lb
    Blood Cup* (flask)             	.3gp   1.5lb
    Acid x3                        	30gp    03lb
    
    
    
    
    Total Weight:131lb      Money: 180gp 30sp 200cp
    
                           Lgt       Med      Hvy     Lift       Push
    Max Weight:        133     134-266   67-400   800        2000
    
    Age: 20
    Height: 6'07"
    Weight: 275lb
    Eyes: Black
    Hair: Black
    Skin: Green Gray

    Appearance: Jik’tu has an orcish face, he has large lupine ears and reddish bloodshot
    eyes regardless of the hour. He bears a large scar over his left eye which looks like the
    eye was lucky to remain in his head. He has large tusks, the lower left tusk is chipped. He
    has the semi-blank stare that is common of those with slow intellect.

    He wears a suit of scale mail that looks like it has seen a lot of wear, his cloak is a mustard
    yellow color with a dark blood red trim, the cloak looks like it is red at the bottom as well
    where it drags the ground but upon closer examination this is actually dried blood. He carries
    and impossibly large pact with a round wooden shield strapped over his shoulder. He has a largish
    morning star hanging from his belt it appears to be made with a metal that has a reddish tint.
    He is a large specimen of his species wide and tall with huge muscles bulging under his armor,
    his legs look like a pair of tree trunks.


    Background: Jik’tu is a cleric of Tarusk but tries to hide that fact when he travels among
    the lesser races.

    Jik’tu is a simpleton, but is wise enough to know it and is slow to speak and slow to take long term
    actions. He is young and has little if any experience in the world, that is why he is out among the
    lesser races – he is being groomed for a position of leadership within his tribe and he is on
    a vision quest - a quest to collect souls for the afterlife.


    This quest is a form of self imposed exile from his tribe where he is supposed to live among the lesser
    races and fight until he feels he has reached his full maturity, when he does he can return . He is
    supposed to sew terror, fear and destruction among the weaker races.

    Now, Jik’tu being a simple soul, lacks any real goals in his quest save to take as many lives as possible
    so that when he dies he will have many slaves in the afterlife. It is the belief of his people that when
    one kills a sentient being its spirit is bound to serve him for eternity.

    He has turned to adventuring life because he tried being a mercenary but found he was not suited for the
    discipline required of a soldier’s life. That and the high attrition rate of his squad mates seemed to
    grow around him. So he has come to the city of Orussus because he heard of some tournament and the free
    nature of the Red Dragon Inn.

    Also it has been a little hard of late to gain acceptance and jobs and he has been told that Orussus’
    cosmopolotin nature almost gurantees access to prey and souls and his ability to walk freely among them.


    [/sblock]


    Logs

    XP log:
    Wizard and Cook 750
    DeSenzio's Tournamnet 150(day 1)+250(day 2)+xx (day 3)


    Wealth log:
    The Wizard and the Cook
    +60gp Reward
    +Potion Bulls Strength
    +Potion Resist Energy (Fire)

    DeSenzio's Tournamnet
    +20gp Bet on Jousting in Tournament
    +180gp Sale of Potion Resist Energy (Fire) [NOTE: only worth 360gp not 750gp (was special)]
    +150 Bet on Archery Contest (150gp more after I do 3 days work)

    Note: Gave most of money to Cepheus to buy materials for Plate Armor

    Other log:
    Really Nasty Tongue lashing from NPC


    Advancement

    L1 -> CLASS ORC PARAGON HP:+8(1d10[7]HD+1CON12) SP:+1(2-2=1 INT6)
    Profession (gambler) +1
    Feat: FEAT(s) NONE
    Otheraylight Adaptation;90 Feet Darkvision
    Last edited by DerHauptman; Sunday, 17th September, 2006 at 03:46 AM.

  • #250
    Registered User
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    Kali Tsafra; Human Rogue Approved for Level 2 (Level 3 pending)

    Code:
    Name: Kali Tsafra
    Class: Rogue
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: N
    Deity: Personal Mortalist
    
    Str: 10 +0 (XXp.)     Level: 3        XP: 3520
    Dex: 16 +3 (XXp.)     BAB: +2         HP: 15 (3d6+0)
    Con: 10 +0 (XXp.)     Grapple: +2     Dmg Red: XX/XXXX
    Int: 14 +2 (XXp.)     Speed: 30'      Spell Res: XX
    Wis: 12 +1 (XXp.)     Init: +7        Spell Save: +X
    Cha: 14 +2 (XXp.)     ACP: -0         Spell Fail: XX%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +3    +0    +0    +0    15
    Touch: 13              Flatfooted: 12
    
                             Base   Mod  Misc  Total
    Fort:                      1    +0          +1
    Ref:                       3    +3          +6
    Will:                      1    +1          +2
    
    Weapon                  Attack   Damage     Critical
    Short Sword (1h)          +5     1d6        19-20x2
    Short Sword (2h)          +3/+3  1d6        19-20x2
    Short Bow                 +5     1d6        20x3
    Dagger                    +5     1d4        19-20x2
    Dagger (thrown)           +5     1d4        19-20x2
    
    Languages: Common, Gnome, Elf
    
    Abilities:
    Sneak Attack: +2d6
    If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
    Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
    A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    
    Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. 
    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
    
    Evasion (Ex)
    At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. 
    
    Trap Sense (Ex)
    At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. 
    
    
    
    
    Feats: 
    Two Weapon Fighting
    Improved Initiative
    Weapon Finesse
    
    Skill Points: 66     Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   2    +2          +4
    Balance                    1    +3   +2     +6
    Bluff                      5    +2          +7
    Climb                      2    +0          +2
    Diplomacy                  4    +2   +2     +8
    Disable Device             3    +2   +2*    +7
    Gather Information         4    +2          +6
    Hide                       3    +3          +6
    Jump                       5    +0   +2     +7
    Listen                     3    +1          +4
    Kn: Local                  4    +2          +6
    Move Silently              4    +3          +7
    Open Lock                  4    +3    +2*    +9
    Search                     4    +2          +6
    Sense Motive               2    +1          +3
    Sleight of Hand            3    +3   +2     +8
    Spot                       6    +1          +7
    Swim                       1    +0          +1
    Tumble                     5   +3   +2     +10
    Use Rope                   1    +3          +4
    
    *MW Thieves Tool provides +2 synergy to DD and OL
    
    
    Equipment:               Cost  Weight
    Leather Armor             10gp   15lb
    MW Thieves Tools         100gp    2lb
    Short Swords (x2)         20gp    4lb
    Short Bow                 30gp    2lb
    Daggers (x2)               4gp    2lb
    20 arrows                   1gp   3lb
    Explorers outfit            0gp   0lb
    Total Weight:27lb      Money: 50gp XXsp XXcp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              33   66   100   200   500
    
    Age: 21
    Height: 5'5"
    Weight: 100lb
    Eyes: Green
    Hair: Black
    Skin: Tanned
    Appearance: Kali is a pretty young woman with bright eyes and a flashing smile. Her black hair is worn in a long pony tail. Her clothes are new looking, though sturdy and practical. She moves with a simple grace that speaks to her upbringing. She exudes that self-confidence of movement and speech that, along with a quick smile, gains her friends and trust.

    Background: Kali Tsafra grew up as the daughter of a successful merchant in Fallon. Like the children of many wealthy parents, Kali had many vaired interests that her parents funded or tolerated. Kali had a big of a short attention span, finding something new and fun to do all the time. She learn thing quickly adn so she was able to hop from thing to thing quickly. Here passion soon became secrets though. So she started find out ways to spy on people, to not be heard and to get into places she shouldn't be. In the course of her growing up, the merchant trade was very competitive. After hearing her father bemoan this fact one night and wonder if the family business could survive, Kali took matters into her own hands. She was being groomed for marriage, her brothers for the business. But marriage was far from her mind and she wanted to her her family. So she began spying upon the other merchnat families. A pretty face with a charming smile went far with most guards
    and she became adept at avoiding many others. Most of the guards thought she was there for a secret triste, and Kali didn't say other wise. She gained trusted acces in this way to many compounds. She would easedrop, steal carvan routes and shipping logs and anything else that would help. She would leave these anonymously for her father. He wasn't sure where they came from, but after using the first few to corner the market and make a large profit he didn't care. This went on for about two years.

    The Tsafra family grew in wealth and power. It was becoming harder for Kali to keep a low profile when she would visit other compounds. Then one night her father caught her leaving the logs for him. He was furious. He accused her of trying to ruin the families reputation and if this got out how would she marry and the family would lose face and on and on. Never once dd he thank her for what she had done, or even acknowledge that it was due to her that the family even had as much wealth and repesct as it did.

    So Kali calmly when to her room, gathered the few things that were truely hers and left. She decided that in order to not embarass her family she would have to leave, so she set out for Orusses. There she knew she could find people who would value her for her skills and appreciate them for what they were worth. So begins the career of Kali.


    XP Log:
    Spoiler:
    Last edited by Fenris; Tuesday, 15th May, 2007 at 12:12 AM.

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