(Record) Official Character Thread - Page 26


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  1. #251
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    Draig Underfell, Dwarf Ranger, Approved for level 2

    Code:
    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
    Appearance: A stout dwarf with thick hair and a bushy moustache, Draig looks scruffy at best. He is clearly used to being out and about, his shoes caked with mud and his clothing worn and well-used.

    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
    XP:Thirst for Power: 650+570=1220xp
    Craft Points: 450
    Last edited by wmasters; Wednesday, 1st November, 2006 at 10:01 AM.

 

  • #252
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    Nirrassa of Swiftclaw (Approved)

    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
    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.


    Background (DMs only)

    Nirrassa grew up a typical katara in clan Swiftclaw, one of the many clans in the Kanatisis region of the world. Her clan was more toward the east, and had a tree village among the pine trees there. She did her normal duties as a first daugther of a clan matriarch would, but when she hit twelve years old something strange happened. She starteed having nightmares, and when she woke up, something would he damaged, covered with grease, or cold! Her mother sent her to the village wisecat, who told her that she was undergoing a transformation, and that the Mother Cat (their main god) had a purpose for her. She gained some mastery over her powers, and took to the road, partly to seek answers in the outside world, and partly because, well, she was curious. One day she plans to return with what she has discovered about herself and the world out there.

    Logs

    XP log:
    1375 (200+375+250+550
    ) from di Senzio's Tournament
    Wealth and Craft log:
    di Senzio's Tournament
    XXX gp, X sp
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from di Senzio's Tournament



    Notes:
    XXXX

    Advancement

    L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
    SKILL +RANKS, SKILL +RANKS
    Feat: FEAT(s)
    Spells Known: SPELL
    Powers Known: POWER
    Other: OTHER NOTES
    Last edited by Animus; Wednesday, 11th April, 2007 at 06:14 PM. Reason: Character was Approved
    "Dovie'andi se tovya sagain."

  • #253
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    Gardner Monroe, Human Rogue 2 approved

    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
    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.

    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 07:43 PM. Reason: updated xp for lost manor

  • #254
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    Lyle Datura Human Ranger 1 Approved

    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
    Appearance:
    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.

    Background:

    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.

  • #255
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    Ryland, Gnome Sorceror 1 approved

    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
    Appearance: Ryland wears the simple garb of a caravan guard (Leather Breeches, Simple dun colored tunic).
    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 Awards

    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.

    Adventure XP:
    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 03:04 AM.

  • #256
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    Acolyte (Lvl 2)

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    Khairi Baheder approved level 2

    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
    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.


    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.

    XP Log:
    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 07:01 PM. Reason: removed items given away
    BigB

  • #257
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    Scout (Lvl 6)

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    Ru'shal, Half-Orc Monk Aprroved for Level 1

    Code:
    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
    Appearance: Ru'shal cannot hide the fact that he is a half-orc
    (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.

  • #258
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    Myrmidon (Lvl 10)

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    Quozen Ilphukiir, Approved for Level 3

    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
    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.

    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.

    History

    GP

    Starting from (post-di Senizo's Tournament)
    Equipment: Cost Weight
    Siangham 3gp 1lb
    Shuriken(20) 4gp 2lb
    MW Rapier 320gp 3lb
    Sack 1sp 0.5lb
    Silk Rope, 50’ 10gp 5lb
    Bedroll 1sp 5lb
    Waterskin 1gp 4lb
    Rations(3) 15sp 3lb
    Monk’s Outfit 0gp 0lb
    Total Weight:23.5 lb Money: 19gp 3sp 0cp

    Earned MW Rapier in di Senzio's Tournament.

    Earned 26gp, 14sp Helping Out.

    Mega-Adventure:
    Spent 4gp, 15sp on 11 Rations.


    XP

    Total of 1700 experience from di Senzio's Tournament

    Earned 250 XP Helping Out.

    Earned 2256 XP in Nocturne of Sorrow.

    Last edited by InVinoVeritas; Thursday, 8th July, 2010 at 03:11 AM. Reason: XP for Nocturne of Sorrow

  • #259
    Registered User
    Novice (Lvl 1)

    Corwyn's Avatar

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    Jan 2002
    Location
    Delft, Netherlands
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    Ignore Corwyn

    Aiken, approved for level 4

    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
    Appearance: There stands a youth of average height with a deep tan,
    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.
    Treasure:
    W2 the search for Tomas Quinn
    -MW Rapier
    -Potion of cure light
    -469.25gp


    XP:
    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 06:06 PM.
    -
    Aiken LEW chracter Rogue 4

  • #260
    Registered User
    Acolyte (Lvl 2)

    Animus's Avatar

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    Location
    Duluth ga
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    Ignore Animus

    Bran Olvant, approved for level 1

    Code:
    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
    Background
    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.

    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
    SKILL +RANKS, SKILL +RANKS
    Feat: FEAT(s)
    Spells Known: SPELL
    Powers Known: POWER
    Other: OTHER NOTES
    Last edited by Animus; Friday, 30th March, 2007 at 10:49 PM. Reason: Added backstory
    "Dovie'andi se tovya sagain."

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