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Friday, 19th May, 2006, 10:55 AM #251
Novice (Lvl 1)
- Join Date
- May 2006
- Hertfordshire, UK
ø Ignore wmasters
Draig Underfell, Dwarf Ranger, Approved for level 2Code:
Name: Draig Underfell Class: Ranger Race: Dwarf Size: Medium Gender: Male Alignment: Neutral Good Deity: Gundar Str: 16 +3 (10p.) Level: 2 XP: 2670/3000 Dex: 16 +3 (10p.) BAB: +2 HP: 6/20(2d8+6) Con: 16 +3 (6p.) Grapple: +5 Dmg Red: -/- Int: 10 +0 (2p.) Speed: 20' Spell Res: - Wis: 10 +0 (2p.) Init: +3 Spell Save: +2 Cha: 6 -2 (0p.) ACP: -2 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +3 +0 +0 +0 17 Touch: 13 Flatfooted: 14 Base Mod Misc Total Fort: 3 +3 +6 Ref: 3 +3 +6 Will: 0 +0 +0 Weapon Attack Damage Critical Dwarven Urgosh (two handed) +6 1d8+4 20/x3 Dwarven Urgosh (TWF, primary) +4 1d8+3 20/x3 Dwarven Urgosh (TWF, secondary) +4 1d8+1 20/x3 Sling (50ft range) +5 1d4+3 20/x2 Languages: Common, Dwarven Abilities: Darkvision 60ft +2 Racial bonus vs. Fort saves against poison Stonecunning Stability +2 racial bonus on saves vs. spells and spell-like abilities +1 racial bonus against orcs and goblinoids +4 racial bonus against giants +2 racial bonus on Appraise and Craft checks involving stone or metal Proficient in light armour and all shield (except tower shields) Proficient in all simple and martial weapons, and Dwarven Waraxe and Dwarven Urgosh Wild Empathy (1d20) Favoured enemy: Humanoid (orc) Feats: Weapon Focus (Dwarven Urgosh) Ranger Bonus: Track, Two-weapon fighting Skill Points: 30 Max Ranks: 5/2.5 Skills Ranks Mod Misc Total Heal 4 +0 +4 Knowledge (geography) 2 +0 +2 Knowledge (nature) 5 +0 +5 Listen 5 +0 +5 Search 4 +0 +4 Spot 5 +0 +5 Survival 5 +0 +5 Equipment: Cost Weight Chain Shirt 100gp 25lb Dwarven Urgosh 50gp 12lb Sling 0gp 0lb 20 bullets 2sp 10lb Backpack 2gp 2lb 2 days trail rations 1gp 2lb Bedroll 1sp 5lb Wand of Cure Light Wounds (36 charges) 750gp 0lb Total Weight:56lb Money: 90gp 7sp Lgt Med Hvy Lift Push Max Weight: 76 153 230 460 1150 Age: 56 Height: 4'3" Weight: 184lb Eyes: Hazel Hair: Brown Skin: Slightly Pale
Background: It has always seemed strange to Draig that so many people think of the dwarves in such narrow terms, always mining for gold and singing about it. Of course, if it were true then the race would not last long, while it is valuable both as currency and decoration, gold holds little practical value.
His father was a woodsman, taking the good timber into town to sell to carpenters and using the poorer timber for fires, both in industries in the town and the homes of their neighbours. Draig used to go with him into the woods while his father worked, and used to feed the squirrels and climb the trees looking for birds. His education was largely from his father, taught skills like what you can safely eat in the forest, which herbs you can use as a salve when you get cut. Often this was because Draig had fallen out of a tree he had climbed, and the salve was needed.
His mother always worried when he went out to the woods with his father, but Draig found he felt more himself in the woods than anywhere else.
When the orcs came, it was in the woodland that Draig found refuge. Draig saw the signs of the orcs coming, animals fleeing from their platoon, and the smoke from their fires, about a day before they arrived. Enough time to hide in the forest, and to start to set traps for them. Pit and rope traps of the sort that hunters use to catch animals, and when Draig found a lone orc, an assault from his trusty Urgosh.
It was enough to drive the orcs away in search of easier prey, but not before the village was looted. The village was left bare, and desolate. Draig set out, in part to seek his revenge on the orcs that destroyed his village, but largely in search of his fortune so that he might rebuild his home for his family.
XP and Craft Points
Last edited by wmasters; Wednesday, 1st November, 2006 at 09:01 AM.
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Saturday, 20th May, 2006, 05:31 AM #252
Acolyte (Lvl 2)
- Join Date
- Aug 2002
- Duluth ga
ø Ignore Animus
Nirrassa of Swiftclaw (Approved)
Appearance: Nirrassa is typical height and weight for her race, a little over 3 feet tall and 3 stones. She has green catlike eyes, and rusty brown fur. Her legs are fairly cat like, but stable to stand on with more human like feet, and leathery pads on the bottom. Her torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Her arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Her head is a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and her head sits perched on a fairly normal humanoid neck.Code:Name: Nirrassa of Swiftclaw Class: Sorcerer Race: Katara Size: Small Gender: Female Alignment: CG Deity: XXXX Str: 8 -1 (XXp.) Level: 1 XP: 0 Dex: 18 +4 (XXp.) BAB: +0 HP: 4 (1d4) Con: 10 +0 (XXp.) Grapple: -5 Dmg Red: - Int: 10 +0 (XXp.) Speed: 20' Spell Res: - Wis: 10 +0 (XXp.) Init: +4 Spell Save: +4 Cha: 18 +4 (XXp.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +o +4 +1 +0 +0 15 Touch: 15 Flatfooted: 11 Base Mod Misc Total Fort: 0 +0 +0 Ref: 0 +4 +4 Will: 2 +0 +2 Weapon Attack Damage Critical Quaterstaff +0 1d4-1 20x2 Dagger +0 1d3-1 19-20x2 Dagger (thrown) +5 1d3-1 19-20x2 Touch +0 special special Ranged Touch +5 special special Languages: Common Abilities: Spells per day: (0)5,(1)4 Spells Known: 0-Ray of Frost, Detect Magic, Flare, Mage Hand 1-Magic Missile, Grease Feats: Point Blank Shot Skill Points: 8 Max Ranks: 4/2.0 Skills Ranks Mod Misc Total Bluff 2 +4 +6 Tumble 1.0 +4 +2 +7 Jump 0 -3 +8 +5 Spellcraft 4 +0 +4 Move Silent 0 +4 +2 +6 Hide 0 +4 +4 +8 Equipment: Cost Weight Small Dagger (4) 4gp 2lb Spell components 5gp 2lb backpack 2gp 1/4lb 4 rations 2gp 1lb waterskin 1gp 1lb Quaterstaff -gp 2lb Total Weight:8.25lb Money: 106gp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: 19.5 39.75 60 60 300 Age: 14 Height: 3'1" Weight: 31 lb Eyes: green Hair: rusty brown fur
Background (DMs only)
Last edited by Animus; Wednesday, 11th April, 2007 at 05:14 PM. Reason: Character was Approved
"Dovie'andi se tovya sagain."
Saturday, 20th May, 2006, 11:39 PM #253
Gardner Monroe, Human Rogue 2 approved
Appearance: "little too tall, could have used a few pounds" sums up Gardner's overall appearance. Gardner is unremarkable in physical form, but the twinkle in his eye and his enthusiasm make up for this. Gardner wears clothes typical for the city that he is in. He prefers to be clothed in garments that are below the upper crust, but higher than the typical working person. He wears leather armor with a scuffed area in the center where an insignia might have been previously found. He has curly dark hair that he keeps close-cropped,and darker olive toned skin. Gardner has a very boyish face. This feature paired with his easygoing attitude make him very likable and disarming at the same time.Code:Name: Gardner Monroe Class: Rogue Race: Human Size: Medium Gender: Male Alignment: Neutral Good Deity: None Str: 10 +0 (2p.) Level: 2 XP: 1575 Dex: 16 +3 (10p.) BAB: +1 HP: 12 Con: 12 +1 (4p.) Grapple: +1 Dmg Red: NA Int: 14 +2 (6p.) Speed: 30' Spell Res: NA Wis: 10 +0 (2p.) Init: +3 Spell Save: NA Cha: 14 +2 (6p.) ACP: 0 Spell Fail: NA 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: 0 +1 +1 Ref: +3 +3 +6 Will: 0 +0 +0 Weapon Attack Damage Critical Short sword +1 1d6 19-20x2 Dagger, melee +1 1d4 19-20x2 Dagger, thrown*# +4 1d4 19-20x2 10ft. Sap +1 1d6 20x2 Short Bow*# +4 1d6 x3 *+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. # You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Languages: COMMON,GNOMISH, Elven Abilities: Proficient with all simple weapons Proficient with hand crossbow, rapier, sap, short bow and short sword Proficient with light armor Sneak Attack +1d6 Trapfinding, use Search to find traps Sneak Attack 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 Feats: Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Skill Points: 55(8+2Int)x4+4Human Max Ranks: 5/2 Skills Ranks Mod Misc Total Bluff (Cha,14) 4 +2 0 6 Diplomacy (Cha,14) 2 +2 0 4 Disguise (Cha,14) 3 +2 0 5 Gather Information (Cha,14) 5 +2 0 7 Hide (Dex,16) 5 +3 0 8 Listen (Wis, 10) 2 0 0 2 Move Silently (Dex,16) 5 +3 0 8 Knowledge (local) (Int,14) 3 +2 0 5 Open Lock (Dex,16) 5 +3 0 8 Search (Int, 14) 5 +2 0 7 Sense Motive (Wis,10) 4 0 0 4 Sleight of Hand (Dex,16) 3 +3 0 6 Spot (Wis, 10) 2 0 0 2 Tumble (Dex,16) 2 +3 0 5 Disable Device (Int,14) 5 +2 0 7 The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Equipment: Cost Weight Leather armor.........................10gp 15lb Explorer's outfit.....................--gp --lb Short sword............................10gp 2lb Dagger(left boot, visible)............ 2gp 1lb Dagger(behind belt, hidden)........... 2gp 1lb Sap(left sleeve, hidden).............. 1gp 2lb Shortbow..............................30gp 2lb Arrows (20)............................1gp 3lb Belt pouch............................ 1gp .5lb Chalk (3)........................... 3cp --lb Flint and steel..................... 1gp --lb Signal whistle...................... 8sp --lb Theives tools.......................30gp 1lb Loose coin..........................--gp --lb Flint & Steel .......................1gp 0lb Backpack (contents carried by mule)... 2gp 2lb Bedroll............................. 1sp 5lb Lantern, Bullseye...................12gp 3lb Oil flask (3)..................... 3gp 3lb Sack................................ 1sp .5lb Inkpen............................ 1sp --lb Ink............................... 8gp --lb Disguise kit......................50gp 8lb Trail Rations (6days)............... 3gp 6lb Waterskin........................... 1gp 4lb Artisan's outfit.................... 1gp 4lb Cleric's vestments.................. 5gp 6lb Entertainer's outfit................ 3gp 4lb Peasant's outfit.................... 1sp 2lb Rope, Silk .........................10gp 5lb Total Weight:.........................89 lb Gear Weight w/o Pack:.................32lb MULE- 8gp Pack saddle 5 gp 15 lb. Saddlebags 4 gp 8 lb. Arrows (20) 1gp 3lb Total Weight:95 lb Money (spent): 199 gp 12 sp 8cp Total Weight:95 lb Money: 1gp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: 33 lb. or less 34–66 lb. 67–100 lb. 200 500 Age: 16 Height: 6'3" Weight: 180lb Eyes: black Hair: black Skin: olive
Background: Gardner was sent to Monemvassia to study at the Trinity Academy, a renowned institution for young noblemen who wish to maintain their family fortunes. Gardner was able to get in because his uncle pulled some strings. While Gardner is from a family that owns a mercantile in Three Rings, they are not wealthy. His uncle, Morgan Monroe, was a young Lieutenant in the local guard. He was considered an up and comer (touted as the next captain of the guard). Morgan proved too adept at solving crimes and mysteries and was framed for a murder. Crassus refused to use the sword of truth at Morgan's trial, and he was subsequently hanged. Meanwhile, Gardner was expelled from basic training for the guard after his uncle was executed. He was also encouraged to leave the academy since his uncle's influence no longer counted for much. Gardner has been instructed in detective skills by his uncle who beleived firmly in the idea that if you couldn't catch a thief if you didn't have their skills and attitude. Gardner is mistrustful of animals, and will not ride a horse unless it is unavoidable (although he owns a mule for walking beside). He would prefer to remain in cities where he feels more comfortable. It has been six months since his uncle's hanging, and Gardner is roaming around looking for work after determining that working in his parents mercantile was too boring. Gardner's motto is "problems solved, no job too small". He has just arrived at the Red Dragon Inn, and is quietly networking to find a mystery to solve.
Personality:Gardner is not the most impressive specimen and generally gets by in life by an indomitable positive outlook. In essence, Gardner is the ultimate trooper. The glass is eternally half full. Gardner is still quite young and is looking for a mentor to learn the adventuring trade from now that his uncle is dead. He will be deferential to older adventurers, but willing to take more of a leadership role with a party his own age. He is polite and well mannered, something he picked up from his father being a merchant.Gardner is not given to overindulgence, but will occasionally be attracted by games of chance, believing his natural good fortune will pull through. Gardner enjoys tinkering with mechanical objects and solving puzzles.
XP LOG=The lost manor 996+1575=2571
Last edited by Salix; Sunday, 18th February, 2007 at 06:43 PM. Reason: updated xp for lost manor
Saturday, 20th May, 2006, 11:43 PM #254
Lyle Datura Human Ranger 1 Approved
Appearance:Code:Name: Lyle Datura Class: Ranger Race: Human Size: Medium Gender: Male Alignment: Chaotic Neutral Deity: Mongrel Str: 14 +2 (6p.) Level: 1 XP: 0 Dex: 16 +3 (10p.) BAB: +1 HP: 9 (1d8+1) Con: 12 +1 (4p.) Grapple: +3 Dmg Red: NA Int: 08 -1 (0p.) Speed: 30' Spell Res: NA Wis: 14 +2 (6p.) Init: +3 Spell Save: NA Cha: 08 -1 (0p.) ACP: -1 Spell Fail: NA Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +1 +3 +0 +0 +0 16 Touch: 13 Flatfooted: 13 Base Mod Misc Total Fort: +2 +1 +3 Ref: +2 +3 +5 Will: 0 +2 +2 Weapon Attack Damage Critical Morning star (M) +3 1d8+2 19-20x2 Dagger, melee +3 1d4+2 19-20x2 Dagger, thrown +4 1d4+2 19-20x2 10ft. Short Bow Composite +4 1d6+0 x3 Languages: Common Abilities: Class Features All of the following are class features of the ranger. Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Ranger Favored Enemies: Humanoid (orc) 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. Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Endurance A ranger gains Endurance as a bonus feat at 3rd level. Animal Companion (Ex) At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. Improved Combat Style (Ex) At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Evasion (Ex) At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. Combat Style Mastery (Ex) At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Camouflage (Ex) A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. Hide in Plain Sight (Ex) While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed. XXXX Feats: Track (EX),Favored Enemy (EX,Orc), Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Skill Points: 24 (6 + (-1) Int modifier) ×4 +4 (human) Max Ranks: 4/2 Skills Ranks Mod Misc Total Survival (Wis) 4 +2 +0 6 Hide (Dex) 3 +3 +0 6 Knowledge (nature) (I 2 -1 +0 1 Listen (Wis) 3 +2 +0 5 Move Silently (Dex) 3 +3 +0 6 Spot (Wis) 3 +2 +0 5 Heal (Wis) 3 +2 +0 5 Climb (Str, AC PEN ) 1 +2 -1 2 Use Rope (Dex) 1 +3 +0 4 Ride (Dex) 1 +3 +0 4 The ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Equipment: Cost Weight Leather armor..................10gp 15lb Buckler........................15gp 5lb Explorer's outfit..............--gp --lb Short bow composite............75gp 2lb Dagger(belt).................. 2gp 1lb Dagger(bandolier,4)........... 8gp 4lb Morningstar................... 8 gp 6lb Arrows (20)....................1gp 3lb Belt pouch.................... 1gp .5lb Chalk (3)................... 3cp --lb Flint and steel............. 1gp --lb Signal whistle.............. 8sp --lb Loose coin..................--gp --lb Flint & Steel................1gp 0lb Backpack...................... 2gp 2lb Bedroll..................... 1sp 5lb Lantern, Bullseye...........12gp 3lb Oil flask (3)............. 3gp 3lb Sack........................ 1sp .5lb Inkpen.................... 1sp --lb Ink....................... 8gp --lb Trail Rations (6days)....... 3gp 6lb Waterskin................... 1gp 4lb Rope, Silk .................10gp 5lb Total Weight:.........................60lb Gear Weight w/o Pack:.................34.5lb Total cost 149gp Total Weight:62lb Money: 71gp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: 58 lb. 59-116lb 117-175 lb 350 875 Age: 16 Height: 6'2" Weight: 185lb Eyes: Brown Hair: Black Skin: Ruddy,tanned
Lyle is a young man who has matured early. He is fairly tall, but still relatively slightly built due to his age. He keeps his hair very close-cropped. His face bears many scars from a brush with the pox when he was a young boy. His appearance is fairly plain with a large nose and deep-set eyes. Lyle has a tattoo of a plant with a large trumpet shaped flower on the inside of his left forearm. He wears leather armor and carries a composite short bow and morning star. He wears a bandoleer of four throwing daggers across his chest. On his belt is a large fighting dagger. He wears a buckler on his left arm.
Lyle is from a desert tribe from the land of fire in the southwest. He was orphaned early in his childhood and has been raised with the guidance of two men, the tribe's shaman and their best hunter (a ranger).
While completing his vision quest to become an adult of his clan, his tribe was massacred.
He returned days later to find only a few members remaining (mostly women and children who had hidden in nearby caves when they heard the alarm). The marauders had taken a potent talisman worn by the chief of the tribe. The talisman was a silver and turquoise medallion shaped like a thunderbird. It was said to give its owner the ability to bring thunder, lightning, and rain. However, the old chief was unable to make it do anything. With the tribe decimated the remaining members have migrated away and fallen to the mercy of rival groups.
Lyle is seeking revenge on the raiders and the return of the Talisman that he believes is rightfully his. The village site among the smooth red rock is now considered haunted and even the neighboring Orc raiders won't disturb the site. The attack was made to look like an Orc raiding party, but Lyle discovered evidence that suggests otherwise. He followed the tracks of the raiding party to the edge of the desert, but turned back to bury the dead of his clan. He is now searching for the raiders again, and trying to track down the heirloom that he believes belongs to him. Lyle had received training from the shaman of the tribe, and is adept at many of the elements of using sacred plants to gain visions.
Personality:Since Lyle was raised by the entire tribe he is very open to other people. He doesn't care much about their personal beliefs or politics as long as they treat him with respect. Lyle believes in sharing goods, and is the type of person to give you the shirt of his back. However, woe be to those who would make an enemy of him since he is known to hold a mean grudge. He is quick to laugh, and doesn't take well to those who try to impose rigid rules on others. He has never had much wealth as he comes from a poor tribe. His ideas about money generally consist of buying quality equipment and having enough to get by. Lyle can also be a little annoying at times. His share and share alike attitude makes others think he is a mooch. His questioning of others asserting authority can also make him seem like a malcontent. This leads him to not be leadership material. Once a leader has established his respect and trust he is a stalwart companion.
Saturday, 20th May, 2006, 11:48 PM #255
Ryland, Gnome Sorceror 1 approved
Appearance: Ryland wears the simple garb of a caravan guard (Leather Breeches, Simple dun colored tunic).Code:Name: Ryland Class: Sorcerer Race: Gnome Size: Small Gender: Male Alignment: Neutral Deity: None Str: 10 +0 (4p.) Level: 1 XP: 0 Dex: 10 +0 (2p.) BAB: +1 HP: 10 (1d4+3+3) Con: 16 +3 (6p.) Grapple: -4 Dmg Red: NA Int: 12 +1 (4p.) Speed: 20' Spell Res: NA Wis: 12+1 (4p.) Init: +0 Spell Save: NA Cha: 16 +3 (10p.) ACP: -0 Spell Fail: NA% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +1 +0 +0 +0 11 Touch: 11 Flatfooted: 11 Base Mod Misc Total Fort: 0 +3 +3 Ref: 0 +0 +0 Will: 2 +1 +3 Weapon Attack Damage Critical Dagger 0 1d3 19-20x2 Sling +0 1d3 x2 50 ft. 0 lb. Bludgeoning Crossbow (lt) +0 1d6 19-20/x2 80 ft. 4 lb. Piercing Languages: Common,Gnome,Orc, Abilities: o +2 Constitution, -2 Strength. o Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. o Gnome base land speed is 20 feet. o Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. o Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. o +2 racial bonus on saving throws against illusions. o Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. o +1 racial bonus on attack rolls against kobolds and goblinoids. o +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. o +2 racial bonus on Listen checks. o +2 racial bonus on Craft (alchemy) checks. o Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. o Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level. o Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty. Feats: 1 TOUGHNESS [GENERAL] Benefit: You gain +3 hit points. Special: A character may gain this feat multiple times. Its effects stack. Skill Points: 2x4=8 Max Ranks: 4/2 Skills Ranks Mod Misc Total Bluff (Cha) 2 +3 +5 Concentration (Con) 2 +3 +5 Knowledge (arcana) (Int) 2 +0 +2 Spellcraft (Int) 2 +0 +2 The sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Equipment: Cost Weight Dagger 2gp .5lb Sling 0 0 lb Bullets, sling (10) 1 sp 2.5lb. light crossbow 35gp 2 lb Bolts, crossbow (10) 1 gp .5lb. - Belt pouch.................... 1gp .5lb Chalk (3)................... 3cp --lb Flint and steel............. 1gp --lb Signal whistle.............. 8sp --lb Loose coin..................--gp --lb Flint & Steel................1gp 0lb Spell component pouch (in vest) 5 gp 2 lb. Backpack...................... 2gp .5lb Bedroll..................... 1sp 1.25lb Lantern, Bullseye...........12gp 3lb Oil flask (3)............. 3gp 3lb Sack........................ 1sp .125lb Inkpen.................... 1sp --lb Ink....................... 8gp --lb Trail Rations (6days)....... 3gp 1.5lb Waterskin................... 1gp 1lb Rope, Silk .................10gp 5lb Total Weight:.........................21.4lb Gear Weight w/o Pack:.................6.0lb Total cost 72 gp 12 Sp 3 Cp Total Weight:21.4 lb Money: 46gp 7sp 7cp Lgt Med Hvy Lift Push [B]Max Weight:[ 24.75 lb. or less 25-49.5 lb. 50-75 lb. 150 375 Age: 75 Height: 3'2" Weight: 35lb Eyes: Pale blue Hair: silver, long in back, receding Skin: Bark
He has a "field vest" with many pockets to hold his magic components.
spellser day 0 (6), 1 (4)
Known 0 level (4) Detect Magic, Message, Mage hand, light
1 level (2) Hypnotism, Color Spray
Background: Ryland has always worked as a caravan guard. while not as clever as most gnomes he has a
certain steely presence that has enabled him to be successful as a guard. He has always regarded the need to be
"professional" above all else and has few allegiances. This bearing leads others to trust and respect him. He has just
recently gained his sorceror skills, and is looking to try his luck at exploiting them to earn a "real" income.
Experience log Stuff of Dreams
XP was awarded over the course of the adventure for many, many reasons, roleplaying and otherwise, and no single award was large enough for you to gain more than one level, so that rule does not apply here.
Ryland: 4466 XP
That puts Ryland at L3 . So real-time XP will be awarded based on those levels:
Real-Time XP (18 months):
Ryland: 2700 XP
For a grand total of...
Ryland: 7166 XP
Last edited by Salix; Tuesday, 14th August, 2007 at 02:04 AM.
Thursday, 1st June, 2006, 11:12 PM #256
Acolyte (Lvl 2)
- Join Date
- May 2006
- corning ny
ø Ignore BigB
Khairi Baheder approved level 2
Appearance: Khairi Baheder is average height for a human with broad shoulders and a hardness in his appearance that denotes his profession. Khairi wears worn studded leather armor that has seen many miles of road. Khairi carries a MW scimitar, short sword, 2 daggers, and a longbow. He often makes references to dancing and speaks with a strong Sairundan accent.Code:Name: Khairi ai Baheder Class: Fighter Race: Human Size: Medium Gender: Male Alignment: Chaotic Nuetral Deity: ~ Str: 16 +3 (10p.) Level: 2 XP: 7570 Dex: 15 +2 (8 p.) BAB: +2 HP: 21 (2d10+4) Con: 14 +2 (6p.) Grapple: +5 Dmg Red: -/- Int: 10 +0 (2p.) Speed: 30' Spell Res: - Wis: 10 +0 (2p.) Init: +2 Spell Save: Cha: 10 +0 (2p.) ACP: -0 Spell Fail: N/A% Base Armor Shld Dex Nat Misc Total Armor: 10 +3 +1(TWD) +2 +0 +0 16 Touch: 12 Flatfooted: 13 Base Mod Misc Total Fort: 3 +2 +5 Ref: 0 +2 +2 Will: 0 +0 +0 Weapon Attack Damage Critical MWScimitar (single attack) +7 1d6+3 18-20/x2 Dagger (single attack) +5 1d4+3 19-20/x2 Dagger x2 (duel wielding) +3 1d4+3/1d4+1 19-20/x2 MWScimitar&Dagger(duel wielding) +5/+3 1d6+3/1d4+1 18-20/x2&19-20/x2 MWScimitar&Short Sword(duel wielding) +5/+3 1d6+3/1d6+1 18-20/x2&19-20/x2 Longbow +4 1d8+0 20/x3 Languages: Common, Sairundan Abilities: Fighter Bonus Feats Feats: Two Weapon Fighting Proficiency [B FTR 1] Weapon Focus Scimitar Dodge [B Human] Two Weapon Defense [B FTR 2] Skill Points: 15 Max Ranks: 5/2 Skills Ranks Mod Misc Total Balance 1(2) +2 +3 Perform Dance 1(2) +X +1 Perform Sing 1(2) +X +1 Jump 3 +3 +6 Ride 1 +2 +3 Handle Animal 1 +X +1 Speak Language 1(2) +X +X Tumble 1(2) +2 +3 Climb 0 +3 +3 Swim 0 +3 +3 Equipment: Cost Weight Arrows (quiver of 20) x2 2gp 6lb Backpack 2gp 2lb Bedroll 1sp 5lb Blanket, winter 5sp 3lb Chalk 1cp XXlb Pouch 1gp .5lb Rations14day 70sp 14lb Sacks x2 2sp 1lb Soap 5sp 1lb Waterskin 1gp 4lb Whetstone 2cp 1lb MWSt. Leather Armor 175gp 20lb MWScimitar 315gp 4lb Daggerx2 4gp 2lb Short Sword 10gp 2lb Longbow 75gp 3lb Total Weight:66.5lb Money: 21gp 6sp 8cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 460 1150 Age: 17 Height: 6'0" Weight: 243lb Eyes: Green Hair: Light Brown Skin: Tan
Background: Khairi ai Baheder is from a small town Baras and of the Zephyr tribe. Khairi ai Baheder is outgoing and enjoys a good swordfight to test his ability. Khairi seeks adventure that he believes will enrich his knowledge and improve his standing as a swordsman. Khairi wants more than anything to become the ultimate dervish and earn a place of honor back home. Khairi Baheder may want to become the ultimate dervish but has yet to gain enough experience to be accepted as one. Khairi recently came of age and left his homeland to seek adventure, experience and wisdom to earn him a place among the Dervish of Sairundan. Khairi entered DiSenzios Duel Tournament and won the novice category. For 1st place prize he selected a MW scimitar, a Short Sword, and MW Studded Leather Armor. During the tournament he fought and barely defeated a woman, Melinda a noble of Earling. The daugther of a Marquess.
DeSenzio's Tournament: 450(day 2)+300(day3)+600(day5)+800(day6)+1200(day7)
The Blind Watchers of the Sylvan Shard : 400(http://www.enworld.org/showpost.php?...7-post583.html)
Last edited by BigB; Wednesday, 29th April, 2009 at 06:01 PM. Reason: removed items given away
Monday, 12th June, 2006, 10:26 PM #257
Scout (Lvl 6)
- Join Date
- Feb 2002
- Long Island, New York
ø Ignore Fenris
Ru'shal, Half-Orc Monk Aprroved for Level 1
Appearance: Ru'shal cannot hide the fact that he is a half-orcCode:Name: Ru'shal Class: Monk Race: Half-Orc Size: Medium Gender: Male Alignment: LN Deity: Sela Str: 18 +4 (10p.) Level: 1 XP: 0 Dex: 14 +2 (06p.) BAB: +0 HP: 9 (1d8+1) Con: 12 +1 (04p.) Grapple: +8 Dmg Red: XX/XXXX Int: 10 +0 (04p.) Speed: 30' Spell Res: XX Wis: 14 +2 (06p.) Init: +2 Spell Save: +X Cha: 06 -2 (00p.) ACP: -0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +2 +X +X +2 14 Touch: 14 Flatfooted: 12 Base Mod Misc Total Fort: 2 +1 +3 Ref: 2 +2 +4 Will: 2 +2 +4 Weapon Attack Damage Critical Unarmed Strike +4 1d6+4 x2 Flurry of Blows +2/+2 1d6+4 x2 Languages: Common Abilities: Flurry of Blows, Proficeincy with Monk Weapons Feats:Improved Unarmed Strike, Improved Grapple, Dodge Skill Points: XX Max Ranks: X/X Skills Ranks Mod Misc Total Dilplomacy 3 -2 +1 Hide 2 +2 +4 Jump 2 +4 +6 Move Silently 2 +2 +4 Sense Motive 3 +2 +5 Tumble 4 +2 +6 Equipment: Cost Weight Monk's outfit 0cp XXlb Backpack 2gp 2lb XXXX XXgp XXlb XXXX XXgp XXlb Total Weight:2lb Money: 18gp XXsp XXcp Lgt Med Hvy Lift Push Max Weight: 100 200 300 300 1500 Age: 17 Height: 6'6" Weight: 250lb Eyes: Black Hair: Black Skin: Light Green
(more than half some would say). The green skin, and protruding canines
are more than adequate identification. He has his course, black hair
shorn very short. He is dressed in simple clothes and carries a small
backpack with his few worldly possessions.
Background: In the great Northern mountains, lies a small valley
nestled into the eastern foothills. Within the valley lies a small
monestary and a village that serves it. The Temple of the Rising Sun
has been in this valley for 400 years and has a long tradition of enlightenment.
So it was that one morning a child was left upon the threshold of the monestary.
More than likely some woman did not want to bring shame upon herself or her family
and left the child with the monks. But it was evident that this child was not the
product of a secret affair. This child was a half-breed, the reason for the womans
shame all the more clear. Master Gu'lain proclaimed that such a child born of violence
was doomed to a life of violence. Yet still, the monks had never turned away a village
child before and this would be no exception. The boy was named Ru'shal, which meant
"Ox-blood" for even from birth the child showed great strength.
So Ru'shal grew up in the monestary, learning the ways of the monks. He excelled in
mastery of physical self, and was an able learner at mastery of spiritual self. By the
time he was 10, Ru'shal was a head taller than the other pupils, and stronger than any
of them. His gruff appearence left no doubt as to his origin, which the other boys,
still not yet fully enlightened, made fun of often. This lead to many fights often
against several boys at once. After one particularly brutal fight, Ru'shal wa so upset
that he decided to flee to the mountains and join an orc tribe there to avoid the treatment.
Ru'shal did indeed find a bad of orcs just two days away. But when he presented himself
he was jeered at as a human-boy and was beaten and brutalised. Fortunately Master Gu'lain
had followed his tracks once he fond Ru'Shal missing. Gu'lain managed to free him from the
orcs and return him to the monestary.
Ru'shal was badly scarred from his ordeal. His jaw had been broken leabing his speech slurred.
His face was a pulp. Ru'shal went into s near seclusion for almost two years. After much
meditation he came to grips with what he had done and of the nature of violence, resolving
never to be the agressor and act like the beasts that he himself was a descendant of. Ru'shal
threw hinself into his training, and he became the best student at combat and wrestling the
temple had ever seen. Master Gu'lain knew that the time was near that Ru'shal would need
greater challenges than could be provided at the temple. For though most take the path of
spirituality towards emlightenment, there are those souls that tread the path of physicality.
Ru'shal was one of those, and the temple could not provide enough challenges for him to perfect
himself. It came to be that Ru'shal was summoned to the Master and told that he would need to
continue his journey outside the temple.
So it was that Ru'shal left the Temple of the Rising Sun and made his way down to Orussus, to
seek those challenges that will propel him toward physical and spiritual harmony.
Tuesday, 27th June, 2006, 08:54 AM #258
Myrmidon (Lvl 10)
- Join Date
- Jun 2006
- Glen Ridge, NJ
ø Ignore InVinoVeritas
Quozen Ilphukiir, Approved for Level 3
Appearance: Quozen has darker skin, a testament to the time spent under a pounding sun. Returning from the Nocturne Monastery, he has changed his white linens for a black silk tunic and breeches, and a black leather belt. He keeps his waist-length hair severely tied back with a silk sash dyed a dark yellow, the sash woven into his hair along its entire length, ending in a bone tip.Code:Name: Quozen Ilphukiir Class: Monk Race: Elf Size: M Gender: M Alignment: LG Deity: Ayratha Str: 12 +1 (4 p.) Level: 3 XP: 4206 Dex: 18 +4 (10p.) BAB: +2 HP: 20 (3d8) Con: 10 +0 (4 p.) Grapple: +3 Dmg Red: -/- Int: 14 +2 (6 p.) Speed: 40' Spell Res: - Wis: 14 +2 (6 p.) Init: +4 Spell Save: - Cha: 8 -1 (0 p.) ACP: 0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +4 +0 +0 +2 16 Touch: 16 Flatfooted: 12 Base Mod Misc Total Fort: 3 +0 +3 Ref: 3 +4 +7 Will: 3 +2 +5 Weapon Attack Damage Critical Unarmed Strike +6 1d6+1 x2 MW Rapier +7 1d6+1 18-20/x2 Siangham +6 1d6+1 x2 Shuriken(20) +6 1d2+1 x2 Languages: Common, Elf, Gnoll, Draconic Abilities: Low-Light Vision Weapon Proficiency: Longsword, Rapier, Longbow, Shortbow +4 Save vs. Enchantment Immunity to Sleep Flurry of Blows Wisdom AC Bonus Unarmed Strike 1d6 Evasion Feats: Improved Unarmed Strike, Stunning Fist, Dodge, Deflect Arrows, Weapon Finesse Skill Points: 36 Max Ranks: 6/3 Skills Ranks Mod Misc Total Appraise 0 +2 +2 Balance 5 +4 +2 +11 (+2 synergy) Bluff 0 -1 -1 Climb 0 +1 +1 Concentration 0 +0 +0 Craft 0 +2 +2 Diplomacy 0 -1 -1 Disguise 0 -1 -1 Escape Artist 0 +4 +4 Forgery 0 +2 +2 Gather Information 0 -1 -1 Heal 0 +2 +2 Hide 6 +4 +10 Intimidate 0 -1 -1 Jump 0 +1 +6 +7 (+2 synergy, +4 speed) Listen 6 +2 +2 +10 (+2 racial) Move Silently 6 +4 +10 Perform (dance) 1 -1 0 Ride 0 +4 +4 Search 0 +2 +2 +4 (+2 racial) Sense Motive 0 +2 +2 Survival 0 +2 +2 Spot 6 +2 +2 +10 (+2 racial) Swim 0 +1 +1 Tumble 6 +4 +10 Use Rope 0 +4 +4 Equipment: Cost Weight Siangham 3gp 1lb Shuriken(20) 4gp 2lb MW Rapier 320gp 2lb Sack 1sp 0.5lb Silk Rope, 50’ 10gp 5lb Bedroll 1sp 5lb Waterskin 1gp 4lb Rations(4) 2gp 4lb Monk’s Outfit 0gp 0lb Total Weight:23.5 lb Money: 41gp 3sp 0cp Lgt Med Hvy Lift Push Max Weight: 43 86 130 260 650 Age: 146 Height: 4'9" Weight: 93 lb Eyes: Gray-green Hair: Black, long, and straight Skin: Deep Tan
Background: Quozen hails from the lands of fire. Life there is different than in most places for elves; the desert sun has a way of hardening its people, as it does the land. Life requires pragmatism, discipline, and careful study.
Such is the way of the Monastic Order of the Nightingale. Study your world around you, master the forces of the world as they act on you, maintain the understanding of oneself, and nothing shall touch you. The Monastic Order of the Nightingale holds itself high on rocky outcropping, impossibly shaped basalt columns rising to the heavens.
Yet even in desolate places like this, the elves are still elves; they take to study, enjoy beauty when they find it, and are prone to wanderlust. This need to study is what convinced Quozen to leave his homelands and travel. First, he wanted to see grass. Then, he wanted to see trees. Then, he wanted to feel the rain. Now, he hears that the ocean is a wonder to behold. He will continue his travels, and see where his studies lead him.
Note: The Basalt Citadel and the Order of the Nightingale are PUBLIC.
Last edited by InVinoVeritas; Thursday, 8th July, 2010 at 02:11 AM. Reason: XP for Nocturne of Sorrow
Wednesday, 28th June, 2006, 09:59 AM #259
Novice (Lvl 1)
- Join Date
- Jan 2002
- Delft, Netherlands
ø Ignore Corwyn
Aiken, approved for level 4
Appearance: There stands a youth of average height with a deep tan,Code:Name: Aiken Class: Rogue Race: Human Size: Medium Gender: Male Alignment: Chaotic Good Deity: Grendath Str: 12 +1 (04p.) Level: 4 XP: 8455 xp for next lvl: 10000 Dex: 15 +2 (06p.) (+1lvl4) BAB: +3 HP: 19 (4d6+0) Con: 10 +0 (02p.) Grapple: +4 Dmg Red: 0/0 Int: 16 +3 (10p.) Speed: 30' Spell Res: 0 Wis: 10 +0 (02p.) Init: +2 Spell Save: +0 Cha: 14 +2 (06p.) ACP: -1 Spell Fail: 0% 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: 1 +0 +0 1 Ref: 4 +2 +0 6 Will: 1 +0 +0 1 Weapon Attack Damage Critical Attack Rapier MW +5 1d6+1 18-20/x2 (bab+3 str+1 MW+1) Dagger(mele) +4 1d4+1 19-20/x2 Dagger(thrown) +5 1d4+1 19-20/x2 (bab+3 dex+2) XXXX +X XdXX+X XX-XXxX Languages: Common Elven Dwarven Goblinoid Abilities: Sneak Attack: +2d6 Trapfinding Evasion trap sense +1 Uncanny Dodge (lvl4) Feats: Combat Expertise Improved Trip Imploved Feint Skill Points: 84 (8+3)x7+7(human) Max Ranks: 7/3.5 (+12 lvl4) Skills Ranks Mod Misc Total Hide 7 +2 -1 +8 (+1lvl 4) Move Silently 7 +2 -1 +8 (+1lvl 4) Listen 7 +0 + +7 (+1lvl 4) Spot 7 +0 + +7 (+1lvl 4) ------------------------------------------------------- Search 6 +3 + +9 (+1lvl 4) Tumble 7 +2 -1 +8 (+1lvl 4) Climb 6 +1 -1 +6 (+1lvl 4) Bluff 7 +2 + +9 (+2lvl4) ------------------------------------------------------- Open Lock 5 +2 + +7 (+2lvl4) Escape Artist 2 +2 -1 +3 Balance 1 +2 -1+2 +4 Appraise 1 +3 + +4 ------------------------------------------------------- Profession(architect) 2 +0 + +2 Use Rope 1 +2 + +3 Slight of Hand 1 +2 -1+2 +4 Gather Information 4 +2 +2 +8 ------------------------------------------------------- Swim 2 +1 + +3 Ride crossclass 2.0 +2 + +4 Craft(drawing) 1 +3 + +4 Knowlegde local 6 +3 + +9 (+1lvl 4) Diplomacy 0 +2 +2 +4 Equipment: Cost Weight On Me: Rapier MW 320gp 02lb Studded Leather Armour 25gp 20lb Explorer's outfit 00gp 00lb Pouch, belt 01gp .5lb Flint and Steel 01gp 00lb Thieves’ tools 30gp 01lb Chalk (3) 03cp - Signal whistle 08sp — Whetstone 02cp 01lb Backpack (empty) 02gp 02lb Dagger (3x) 06gp 03lb Potion - cure light -- -- On Horse: Horse, light (Ruffels) 75gp — Saddle Riding 10gp 25lb Saddlebags 04gp 08lb Bit and bridle 02gp 01lb Waterskin 01gp 04lb Bedroll 01sp 05lb Torch 2 -- 02lb Trail Rations (16x) 08gp 16lb When not near horse these go with me: Rope, silk (50 ft.) 10gp 05lb Grappling Hook 01gp 04lb 2 Flasks of Oil 02sp 02lb Torch 1 -- 01lb Parchment (sheet)(5) 01gp — Sunrod 02gp 01lb Total Weight: without extra pack: 29.5lb With extra pack: 42.5lb Money: 72gp 17sp 5cp Lgt Med Hvy Lift Push Max Weight: 43 44-86 87-130 174-260 435-650 Age: 17 Height: 6'00" Weight: 154lb Eyes: Brown Hair: Dark Brown Skin: whithe
rakish grin, brown hair and a mischievous glint in his eye's.
Wearing dark brown leather pants, gray shirt and a dark green cloak.
Hanging from his side is a plain looking rapier that he seems confident about using.
Background: Aiken is the fourth son of a minor noble out of Ravendale.
As such he has enjoyed learning how to ride and some swordplay,
although he was never very enthusiastic about both.
Being the fourth son and as such not likely to inherit and neither very
proficient at arms, so the army was out or very pious, no clergy material
his father set him up to be a scholar. There he picked up some skill in
architecture. Unfortunately the scholar's life wasn’t al that lively and
definitely not what Aiken wanted for him. So in search for more
excitement he ended up mixing with a rougher crowd. And although some slight
crime here and there was exiting it wasn’t really up his ally. A life of
crime just wasn’t in his nature. So one day he packed his meagre belongings
and set out to see more of the world.
W2 the search for Tomas Quinn
-Potion of cure light
Once Upon a Rheim : 320xp
Once Upon a Rheim : 1100xp
Once Upon a Rheim : 1300xp
W2: The Search For Tomas Quinn : 2160xp
W2: The Search For Tomas Quinn : 1175 XP
W2: The Search For Tomas Quinn : 2400 XP
Last edited by Corwyn; Saturday, 10th January, 2009 at 05:06 PM.
Aiken LEW chracter Rogue 4
Friday, 30th June, 2006, 02:21 AM #260
Acolyte (Lvl 2)
- Join Date
- Aug 2002
- Duluth ga
ø Ignore Animus
Bran Olvant, approved for level 1
BackgroundCode:Bran Olvant Class: Rogue Race: Human Size: Medium Gender: Male Alignment: NG Deity: - Str: 14 +2 (6p.) Lvl: 1 XP: 0 Dex: 15 +2 (8p.) BAB: +0 HP: 7 (1d6) Con: 12 +1 (4p.) Grap: +3 Dmg Red: - Int: 14 +2 (6p.) Spd: 30' Spell Res: - Wis: 8 -1 (0p.) Init: +2 Spell Save: - Cha: 14 +2 (6p.) ACP: -0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +2 +0 +0 +0 14 Touch: 12 Flatfooted: 12 Base Mod Misc Total Fort: 0 +1 +3 Ref: 2 +2 +4 Will: 0 -1 -1 Weapon Attack Damage Crit. Range Rapier +2 1d6+2 18-20x2 Punching Dagger +2 1d4+2 x3 Dagger +2 1d4+2 19-20x2 10 ft. Longbow +2 1d8 x3 110 ft. Two Weapon Fighting: Rapier +0 1d6+2 18-20x2 Punching Dagger +0 1d4+1 x3 Languages: Common, Elven, Dwarven Abilities: Sneak Attack +1d6, trapfinding Feats: Two Weapon Fighting, Combat Expertise Skill Points: 44 Max Ranks: 4/2 Skills Ranks Mod Misc Total Bluff 4 +2 +0 +6 Disable Device 4 +2 +0 +6 Search 4 +2 +0 +6 Tumble 4 +2 +0 +6 Perform (lute) 4 +2 +0 +6 Use Magic Dev. 4 +2 +0 +6 Balance 4 +2 +0 +6 Open Lock 4 +2 +0 +6 Hide 4 +2 +0 +6 Move Silently 4 +2 +0 +6 Spot 2.0 -1 +0 +1 Equipment: Cost Weight 3 Daggers 6gp 3lb Punching Dagger 2gp 1lb Rapier 20gp 2lb Longbow 75gp 3lb 20 Arrows 1gp 6lb Backpack 2gp 2lb 3 Sunrods 6gp 6lb Thieves's Tools 30gp 1lb Leather 10gp 15lb Lute 5gp 3lb Total Weight: 42lb Money: 40gp 10sp 0cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 - - Age: 18 Height: 6'0" Weight: 180lb Eyes: blue Hair: blonde Skin: tan
Bran Olvant is the son of a the well-off jeweler Jason Olvant who is based in Orussus. You can say he was born with a silver spoon in his mouth. He has never worked a day in his life (up until his first stint as an adventurer) and spent his youth sword fighting, fishing and chasing girls. Well, the fishing went away, and he's making an attempt to be a one-woman man, but the dueling he still has a passion for.
Kaelin, a blonde haired, green eyed firecracker of a barmaid, is the woman of his dreams. This is odd considering Bran spent his time going after the more well off girls. His relationship with Kaelin does not please his father, and his occasional philandering does not please Kaelin, but they have remained together for a year. He's contemplating getting more serious with her. Contemplating.
Last edited by Animus; Friday, 30th March, 2007 at 09:49 PM. Reason: Added backstory
"Dovie'andi se tovya sagain."