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Wednesday, 10th May, 2006, 07:23 PM #241
Acolyte (Lvl 2)
Talbin "Red" Longstrider
Level 4, approved. Enough xp to level up to level 5
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
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.
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 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)
curse of thw werewolf
War in Vastermarch:
Pre War in vastermarch cash: 701,37 gp
From war in Vastermarch:
Bought 30 sling bullets for 3sp.
Level 3 sheet:
Level 2 sheet:
Level 1 sheet:
- EN World
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Thursday, 11th May, 2006, 11:29 AM #242
Novice (Lvl 1)
Metrius Pinch, Human Cleric. Approved for level 1
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.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
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.
XP and Craft Points
Last edited by wmasters; Wednesday, 4th October, 2006 at 01:38 PM.
Thursday, 11th May, 2006, 09:48 PM #243
Acolyte (Lvl 2)
Cepheus Beren Boomhill approved Level 5
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).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
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)
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.
Last edited by BigB; Monday, 16th March, 2009 at 01:35 PM. Reason: purchase items 3/16/2009
Friday, 12th May, 2006, 10:33 PM #244
Acolyte (Lvl 2)
smalled but still have my Sword!
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.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
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!):
Last edited by Richard Rawen; Monday, 1st November, 2010 at 06:59 PM. Reason: details details
Friday, 12th May, 2006, 11:25 PM #245
Acolyte (Lvl 2)
Lucien Rayes, half elf ranger 4
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.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
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...
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
Tuesday, 16th May, 2006, 05:38 AM #246
Appearance: At the risk of sounded cliche', this femme fatale very rarely wandered out of the shadows.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.
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 03:49 AM.
Tuesday, 16th May, 2006, 09:53 AM #247
Acolyte (Lvl 2)
approved for 3rd level
Appearance: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
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
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 10:08 PM.
Thursday, 18th May, 2006, 12:17 AM #248
I'll clean this up later
Class: Half-orc Paragon/Sorcerer
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
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
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 1750
Eyes: Bright BLue
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.
Last edited by DerHauptman; Monday, 25th September, 2006 at 12:05 AM.
Thursday, 18th May, 2006, 12:19 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________ --------- 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.
Last edited by DerHauptman; Sunday, 17th September, 2006 at 02:46 AM.
Thursday, 18th May, 2006, 08:34 PM #250
Defender (Lvl 8)
Kali Tsafra; Human Rogue Approved for Level 2 (Level 3 pending)
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.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
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.
Last edited by Fenris; Monday, 14th May, 2007 at 11:12 PM.