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Friday, 30th June, 2006, 04:40 AM #261
Novice (Lvl 1)
Thamian Highfire, Approved for Level 1Code:
Name: Thamian Highfire Class: Wizard (Enchanter) Race: Gray Elf Size: Medium Gender: Male Alignment: LN Deity: Gliran Str: 10 +0 ( 4p.) Level: 1 XP: 0 Dex: 16 +3 ( 6p.) BAB: +0 HP: 4 (1d4 +0) Con: 10 +0 ( 4p.) Grapple: +0 Dmg Red: --/---- Int: 20 +5 (16p.) Speed: 30' Spell Res: -- Wis: 8 -1 ( 0p.) Init: +3 Spell Save: +0 Cha: 8 -1 ( 0p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +3 +0 +0 +0 13 Touch: 13 Flatfooted: 10 Base Mod Misc Total Fort: 0 +0 +0 Ref: 0 +3 +3 Will: 2 -1 +1 (+2 vs Enchantment) Weapon Attack Damage Critical Longsword +0 1d8+0 19-20x2 Longbow +3 1d10+0 20x3 Languages: Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan Abilities: Summon Familiar Feats: Scribe Scroll, Spell Focus (Enchantment) Skill Points: 28 Max Ranks: 4/2 Skills Ranks Mod Misc Total Concentration 4 +0 +4 Decipher Script 4 +5 +9 Knowledge (Arcana) 4 +5 +9 Knowledge (Dungeoneering) 4 +5 +9 Knowledge (Religion) 4 +5 +9 Knowledge (The Planes) 4 +5 +9 Spellcraft 4 +5 +2 +11 Equipment: Cost Weight Longbow 75gp 3lb Longsword 15gp 4lb Spellbook 15gp 3lb Ink (1 Vial) 8gp - Spell Component Pouch 5gp 2lb Scholar's Outfit 4gp - Arrows (40) 2gp 6lb Backpack 2gp 2lb Inkpen 1sp - Total Weight:20lb Money: 12gp 9sp 0cp Spells: Enchantment Specialist, Necromancy and Conjuration Revoked Spells Per Day 3+1 0th 2+1 1st Spells Known All 0th (except Necromancy and Conjuration) 1st: Charm Person, Comprehend Languages, Disguise Self, Endure Elements, Hynotism, Magic Missile, Sleep, True Strike Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 124 Years Height: 5'5" Weight: 100lb Eyes: Violet Hair: Golden Skin: Fair
Background: An especially bright scion of a line of powerful Wizards, great things were expected of Thamian from an early age. However, he soon found himself 'out of sync' with the other Elves, his lawful leanings conflicting with their chaotic nature. He placed a higher value on logic then emotion, and preferred to spend his time in useful pursuits then in frivolous entertainments. He focused his efforts on the study of magic, and finished his education quite early (by Elven standards). Once finished, he left the village the next day... on his way out to see the world, hone his skills, and discover a nice University to settle down in. Early in his travels, a bad storm forced him to take shelter in a temple of Gliran... he had a number of profitable conversations with the mages present within, and as a result, converted to the worship of Gliran (and gained a couple useful spells...)
Notes: As a Gray Elf, Thamian has ability modifiers of -2 Str, +2 Dex, -2 Con, +2 Int. Approved for Level 1 as of June 30, 2006.
Last edited by Endovior; Saturday, 1st July, 2006 at 09:35 PM. Reason: Noted ApprovalPbP Games I'm involved in:
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Tuesday, 18th July, 2006, 10:41 PM #262
Not ready for submission yet but work's over. I'll finish off tomorrow and submit
Appearance: XXXXCode:Name: XXXX Class: Paladin Race: Human Size: Medium Gender: Male Alignment: Lawful Good Deity: XXXX Str: 15 +2 (8p.) Level: 1 XP: 0 Dex: 14 +2 (6p.) BAB: +1 HP: 12 (1d10+2) Con: 14 +2 (6p.) Grapple: +3 Dmg Red: 0/- Int: 10 +0 (2p.) Speed: 30' Spell Res: 0 Wis: 12 +1 (4p.) Init: +2 Spell Save: +0 Cha: 12 +1 (4p.) ACP: -3 Spell Fail: 30% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +2 +2 +0 +0 +X XX Touch: XX Flatfooted: XX Base Mod Misc Total Fort: 2 +2 +4 Ref: 0 +2 +2 Will: 0 +1 +1 Weapon Attack Damage Critical Longsword +4 1d8+2 19-20x2 Heavy Mace +3 1d8+2 20x2 Dagger +3 1d4+2 19-20x2 Lance +3 1d8+4 20x3 Shortbow +3 1d6+0 20x3 Languages: Common Abilities: Aura of Good, Detect Evil, Smite Evil 1/Day Feats: Mounted Combat, Weapon Focus (Longsword) Skill Points: 12 Max Ranks: 4/2 Skills Ranks Mod Misc Total Diplomacy 2 +1 +3 Handle Animal 2 +1 +3 Knowledge: Nobility 2 +0 +2 Profession: Blacksmith 2 +1 +3 Ride 4 +2 +6 Equipment: Cost Weight Armour Studded Leather 25gp 20lb Wooden Heavy Shield 7gp 10lb Weapons Longsword 15gp 4lb Heavy mace 12gp 8lb Dagger 2gp 1lb Lance 10gp 10lb Shortbow 30gp 2lb Gear Backpack 2gp 2lb Bedroll 1sp 5lb Bit and Bridle 2gp 1lb Chalk 1cp -lb Flint and Steel 1gp -lb Holy Symbol, Silver 25gp 1lb Horse, Light 75gp -lb Oil 1sp 1lb Rope, Hempen (50ft) 1gp 10lb Saddle, Riding 10gp 30lb Saddle Bags 4gp 8lb Signet Ring 5gp -lb Trail Rations 4gp 8lb Waterskin 1gp 4lb Whetstone 2cp 1lb Total Weight:126lb Money: 8gp 7sp 7cp Carried Weight:57lb Lgt Med Hvy Lift Push Max Weight: 66 133 200 400 1000 Age: 18 Height: 5'8" Weight: 180lb Eyes: Blue Hair: Blonde Skin: Fair
Monday, 31st July, 2006, 10:10 PM #263
Acolyte (Lvl 2)
Rhys approved Level 3
Appearance: Rhys wears a long hooded cloak over full plate armor and Helm to conceal his face when dealing with those who would mistake him for a common goblin. His appearance when so equipped is that of a knight with symbols of his god adorning his armor and shield. He tries not to bring attention to himself although trouble usually finds him.Code:Name: Rhys the Great Goblin Class: Fighter (2) Cleric (1) Race: Mountain Goblin Size: Small Gender: Male Alignment: Lawful Neutral Deity: Shural Str: 16* +3 (10p.) Level: 3 XP: 5685 Dex: 14 +2 (6p.) BAB: +2 HP: 29 (2d10+2;1d8+2) Con: 14 +2 (6p.) Grapple: +0 Dmg Red: Int: 12 +1 (4p.) Speed: 20' Spell Res: Wis: 12 +1 (2p.) Init: +6 Spell Save: 11 Cha: 10 +0 (2p.) ACP: -5 Spell Fail: *Gauntlets of Ogre Power Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +2 +1 +1 +X +X 23 Touch: 12 Flatfooted: 22 Base Mod Misc Total Fort: 5 +2 +7 Ref: 0 +2 +2 Will: 2 +1 +3 Weapon Attack Damage Critical MW Warhammer +7 1d6+3 x3 1handed bludgeoning 2.5lb 312gp Falchion +7 1d6+4 18-20x2 2handed slashing 4lb 75gp Light Crossbow +5 1d6 19-20x2 range inc80'piecring 2lb 35gp Languages: Common Dwarven Goblin Abilities: Mountain Goblin +2wisdom/-2strength small(+1combat bonus, +4 hide) Low-light vision natural builder +2 knowledge architecture and engineering + 2 on diplomacy and knowledge history + 1 racial bonus to hit goblinoids + 4 dodge bonus on AC against giants + 2 bonus on saving throws against mind-affecting spells. Treat Goblin Ranseurs as martial rather exotic weapons. Feats: Weapon/Armor Proficiency: All Armor [class Fighter] Dodge [GENERAL] +1 bonus to AC against one opponent Weapon Focus Falchion +1 to hit with Falchion Point Blank Shot [Bonus F2] +1 to hit with ranged attack within 30ft Improved Initiative +4[3rd Lvl] Turn undead 3x/day (as good cleric) turning check 1d20+0 turning damage 2d6+1 Spontaneous casting- healing (as good cleric) Domains:Earth, Protection Earth ability: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities 3 times /day as a supernatural ability. Protection: Generate protective ward as supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his/her next saving throw. Activating this power is a standard action. Protective ward is an abjuration effect with a duration of 1 hour usable once per day. Spells/day: 0lvl-3, 1lvl-2+1 Usually Prepared Spells: 0: Guidance, Read Magic, Detect Magic 1: Bless, Magic Weapon, Domain- Sanctuary Skill Points: 18 Max Ranks: 6/3 Skills Ranks Mod Misc Total Climb 1 +2 +3 Craft_Armorsmithing 1 +1 +2 Craft_Weaponsmithing 1 +1 +2 Craft_Tunnelling 4 +1 +5 Diplomacy 1(2*)+0 +2 +3 Intimidate 1 +0 +1 Knowledge architecture & engineering 1 +1 +2 +4 Knowledge (nature) 1 +1 +2 Knowledge (history) 0 +1 +2 +3 Ride 2 +2 +4 Survival 2(4*)+1 +3 *at first and second level cross class Equipment: Cost Weight MW Warhammer 312gp 2.5lb Falchion 75gp 4lb Light Crossbow 35gp 2lb +1 Full Plate 1870gp 25lb Gauntlets of Ogre Power 3000gp 2lb Mithral Heavy Shield 1020gp 2.5lb Scale Mail [Camel] 50gp 15lb Hooded Cloak(CW outfit) [worn] 8gp 1.75lb Crossbow bolts (quiver of 10) x1 [attached to belt] 1gp .5lb Backpack [worn] 2gp .5lb Waterskins x5 [backpack] 5gp 5lb Chalk [backpack] 1cp Flint and steel [backpack] 1gp Pouch x1 [hang from neck inside clothing] 1gp .125lb Rations (7 day) [backpack] 35sp 1.75lb Fish hook and line [backpack] 1sp Camel paid 75gp Speed 50’ A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601- 900 pounds. A camel can drag 4,500 pounds. Feed for Camel 7 days[packed on Camel] 35cp 70lb Blanket, winter x1 [camel] 5sp .75lb Soap [saddle bags] 5sp 1lb Saddle bags [camel] 4gp 8lb Crossbow bolts (quiver of 10) x2 [saddle bags] 2gp 1lb Bedroll [Packed on camel] 1sp 1.25lb Sacks x6 [on camel] 6sp .75lb Canvas 3 sq yards [saddle bags] 3sp 3lb Whetstone [saddle bags] 2cp 1lb Pony with riding saddle, bit and bridle[at RDI stables] 30gp Speed 40’ A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds. Total Weight carried:42.625lb Total Weight packed on Camel:101.75lb Money: 991gp 5sp XXcp Lgt Med Hvy Lift Push Max Weight: 57 114.75 172.5money logcraft logAge: XX Height: 3' 8" Weight: 57lb Eyes: Green Hair: Dark Brown Skin: Redexp log
Rhys is serious and thoughtful, although quick to acting without a plan when haste is needed. He is thought too rash and careless by his people. Rhys has sought solitude from the judgements of his people and has taken to adventuring to escape the scrutiny of his people. He desires to be a knight and makes every attempt to act chivalrous and protect the innocent. He hopes one day he will gain acceptance through his deeds and not be judged by distant relations to common goblins.
Background: Rhys' tribe is located in the northern mountain range one days walk on the east side of the road to Earling. Rhys must be tough to survive alone in the wild. He is extremely daring and a great ambusher. He desires to help children and those in need but fears the prejudice he recieves for his heritage. He avoids entering settlements but at times does so, for supplies, wearing a long hooded cloak and Helm to conceal his face.
Last edited by BigB; Thursday, 26th February, 2009 at 02:33 PM. Reason: adding fluff 2/26/09
Thursday, 10th August, 2006, 12:55 PM #264
Acolyte (Lvl 2)
Changes made in level 3:
added cleric level
added +1 BAB
added 6+2 hp
added +1 to grapple
added 450 craft points(level) and 1500 (craft feat) = 1950
added +1 REF save
added Craft wonderous item feat
added 4 skillpoints, assigned to
2 points to craft (bowmaking)
1 point to concentration
1 point to spellcraft
shortened level 1 and 2 sheets due posting problems. Removed racial and cleric class abilities form those sheets.
Approved for level 3.
Appearance: Findoram appears as one would expect from a dwarven smith of good proportians. He isCode:Name: Findoram Hammerhand Class: Cleric Race: Dwarf Size: M Gender: Male Alignment: LN Deity: Gundar Str: 14 +2 ( 6p.) Level: 3 XP: 5885/6000 Dex: 8 -1 ( 0p.) BAB: +2 HP: 26/26 (8+2+6+2+6+2) Con: 14 +2 ( 4p.) Grapple: +4 Dmg Red: -/- Int: 14 +2 ( 6p.) Speed: 20' Spell Res: - Wis: 16 +3 (10p.) Init: -1 Spell Save: +3 Cha: 10 +0 ( 4p.) ACP: -5 Spell Fail: - racial: +2 con, -2 cha Craft points:2376 Current hp: 2 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +1 -1 +0 +0 +0 15 Touch: 9 Flatfooted: 15 +4 dodge bonus to Armor Class against monsters of the giant type. Base Mod Misc Total Fort: 3 +2 +5 Ref: 1 -1 0 Will: 3 +3 +6 +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. Weapon Attack Damage Critical Dwarven waraxe +4 1d10+2 20-x3 Dwarven waraxe +1 +5 1d10+3 20-x3 +1 racial bonus on attack rolls against orcs and goblinoids. Languages: Dwarf, Common, Terran and Undercommon. Abilities: Dwarven racial abilities: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Cleric abilities: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric of a lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). Turn undead: 3/day (+2 bonus on turn checks form knowledge religion) 3 per day, turn check 1d20+2, turn damage 2d6+3 Domain powers: ARTIFICE DOMAIN Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. STRENGTH DOMAIN You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Feats: Martial weapon proficiency (dwarven waraxe), craft wonderous item. Skill Points: 24 Max Ranks: 6/3 Skills Ranks Mod Misc Total appraise 0 +2 +2(*1) craft(weaponsmith) 4 +2 +4 +10(*2) craft(armorsmith) 4 +2 +4 +10(*2) craft(bowmaking) 3 +2 +4 +9 heal 1 +3 +4 knowledge(religion) 5 +2 +7 concentration 4 +2 +6 spellcraft 3 +2 +5 spot 0 +3 +3 *1: +2 racial bonus on Appraise checks that are related to stone or metal items. *2: +2 racial bonus on Craft checks that are related to stone or metal. Spells: Level 0: 4 Level 1: 3+1 Level 2: 2+1 Spells perpared: 0:
2x create water; light, detect magic 1: magic weapon, bless, protection vs. evil, enlarge person(domain) 2: spiritual weapon, lesser restoration, bull's strength(domain)Equipment: Cost Weight Artisan's outfit - - Holy symbol(steel) 5gp 1lb Spell component pouch 5gp 2lb Dwarven waraxe 30gp 8lb (*) Breastplate 200gp 30lb (*) Buckler 15gp 5lb (*) Dwarven Waraxe +1 2,330gp 8lb (from Thurgan) Masterwork Dwarven Waraxe 330gp 8lb (from Thurgan) Wand of CLW (0 carges) 0gp 0lb (from Thurgan) Wand of CLW (38 charges) 750gp 0lb (from Thurgan) (*): self crafted Carried on Camel: Winter Blanket 5sp 3lb (**) Small barrel 1gp 15lb (**) 14 days rations 7gp 14lb (**) 8 days feed 4sp 80lb (**) not carried: Leather apron 10gp 15lb (as leather armor) MW artisan tools 55gp 5lb 6 days feed 3sp 60lb (**) (**): bought at 1.5x price Total Weight:62 Money: 6111gp -sp -cp Findoram has 40.83 gp stashed at the RDI. Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875 Carried by Camel: Findoram 154 Findoram's equipment 62 Extra equipment on Camel 112lb Total 312lb (medium load) Age: 81 Height: 4' 3" Weight: 154lb Eyes: blue Hair: bald (black) Skin: Dark tan
heavliy build and has strong arms.
Under his bald scalp he wears his beard with pride. At first He may come across as somewhat reserved and grumpy but when you get to know him (or when the Ale starts flowing) he becomes more jovial and merry.
Findoram is a devout follower of Gundar and will uphold his teachings and ways win any occasion he can.
Background: Born and raised amongst his own, Findoram grew up in a clan of smiths of great repute. He was tought in the ways of a weapons- and armorsmith.
During his teens he heard the call of the High King and answered to it by joining His clergy.
Already a talented and skilled smith, the dwarven Forgemasters of Gundar found and excellent priest and smith in Findoram.
After many years of study and craft Findoram set out to spread the teachings of Gundar and make a business of his talents.
EN World D&D / RPG News - View Single Post - Bounty of the Endless Sands 350xp
Thursday, 24th August, 2006, 02:22 PM #265
Novice (Lvl 1)
Verrick Dram - Level 2 Approval Pending
Code:Name: Verrick Dram Class: Ranger Race: Elan Size: Medium Gender: Male Alignment: LG Deity: Zephos Str: 10 +0 (02p.) Level: 2 XP: 1300 Dex: 16 +3 (10p.) BAB: +2 HP: 16 (2d8+2) Con: 12 +1 (04p.) Grapple: +2 Dmg Red: 0/--- Int: 14 +2 (06p.) Speed: 30'/40' Spell Res: XX Wis: 14 +2 (06p.) Init: +3 Spell Save: +X Cha: 08 -1 (02p.) ACP: -0 Spell Fail: 10% 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: 3 +1 +4 Ref: 3 +3 +6 Will: 0 +2 +2 Weapon Attack Damage Critical Long Bow +5 1d8+0 20/x3 Long Bow (Rapid Shot) +3/+3 1d8+0 20/x3 Quarterstaff +2 1d6+0 20/x2 Quarterstaff (Double) -2/-6 1d6/1d6 20/x2 Languages: Common, Draconic, Orc Abilities: Aberration: Verrick is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Power Point Reserve: 2 Resistance (Su): As an immediate action, Verrick can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action. Resilience (Su): As an immediate action, Verrick can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. Repletion (Su): If he spends 1 power point, Verrick does not need to eat or drink for 24 hours. Favored Enemy (Ex) (Humans): Verrick gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans. Wild Empathy (Ex): Verrick can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Wild Empathy Check Bonus: +1 (Ranger level) -1 (Charima penalty) Total: 0 Feats: Speed of thought (1st level feat) As long as Verrick is psionicly focused, and not wearing heavy armor, he gains a 10' insight bonus to his speed. Track (Ranger Bonus Feat) Verrick can use his survival skill to follow tracks. Rapid Shot (Ranger Bonus Feat) Skill Points: 40 Max Ranks: 5/2.5 Skills Ranks Mod Misc Total Bluff (Cha) *Cross 0 -1 +2 vs Humans -1/+1 Climb (Str) 1 +0 +1 Concentration (Con) 0 +1 +1 Craft (Sculpture) (Int) 4 +2 +6 Handle Animal (Cha) 2 -1 +1 Hide (Dex) 5 +3 +8 Knowledge (Geography) (Int) 2 +2 +4 Knowledge (Nature) (Int) 2 +2 +4 Move Silently (Dex) 5 +3 +8 Listen (Wis) 5 +2 +2 vs Humans +7/+9 Ride (Dex) 1 +3 +4 Search (Int) 2 +2 +4 Sense Motive (Wis) *Cross 0 +2 +2 vs Humans +2/+4 Spot (Wis) 5 +2 +2 vs Humans +7/+9 Survival (Wis) 4 +2 +2 vs Humans +6/+8 Use Rope (Dex) 2 +3 +5 Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: Appears to be mid-twenties Height: 6'0" Weight: 160lb Eyes: Green Hair: Brown Skin: FairEquipmentFobinTreasureExp Log
Verrick stands sloped-shouldered, and is realitively easy to miss in a crowd, this isn't because it is his habit to hide or to remain non-descript, in fact his appearance always seems to be a odd, whether it is the way he has dressed, or the manner in which he has combed his hair, he is always just a little off. He generally dresses as a traveler, and will take the best advantage of his cloak, but rarely wears the hood up. If one pays attention it is possible to note that Verrick is constantly taking in his surrounding, and scrutinizing them with care.
Verrick has spent the past several years in various wilderness areas. His general work has been to track down people that have managed to get themselves lost. Humans have become lost so often within his woods that he has become fairly in tune with way they think, and especially how they make stupid mistakes.
Not all of Verrick's work has dealt with finding lost people. He also has tracked down criminals who have hoped to find refuge in the wilderness. Verrick expects that more of his work will deal with such activities as he becomes more capable.
Verrick's elan enclave recently came under attack, and was destroyed. Verrick was not present at the time and was unable to discover any clues to help identify what happened or why. However as an elan he has all the time he might desire to prepare himself, then track down the perpetrators. He has decided to make his way to Orussus so that he may more quickly hone his skills. He expects to set himself up as a sculpturer. Verrick keeps his elan heritage to himself, and will generally present himself as human.
Verrick will keep his elan heritage to himself, and not be obvious with his abilities. Every day he will focus himself to make sure he gains the benefit of the the Speed of thought feat.
Level 1 Character Sheet
Last edited by LiquidBlue; Saturday, 30th December, 2006 at 10:40 PM. Reason: Edited for Level 2
Sunday, 27th August, 2006, 05:26 AM #266
Novice (Lvl 1)
Code:Name: Lord Raycn (aka - Ray, Cyn, and many others) Class: Rogue/Fighter Race: Halfling Size: Small Gender: Male Alignment: N Deity: None Str: 10 +0 (04p.) Level: 2 XP: 1550 Dex: 18 +4 (10p.) BAB: +0 HP: 15 (1d6+1; 1d10+1) Con: 12 +1 (04p.) Grapple: -4 Dmg Red: None Int: 14 +2 (06p.) Speed: 20' Spell Res: None Wis: 14 +2 (06p.) Init: +4 Spell Save: XX Cha: 08 -1 (00p.) ACP: -1 Spell Fail: X% Craft Points: 500 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +4 +1 +0 +0 18 Touch: 15 Flatfooted: 13 Base Mod Misc Total Fort: 2 +1 +1 +4 Ref: 2 +4 +1 +7 Will: 0 +2 +1 +3 Notes:+1 Racial bonus to all saves (already Included). Weapon Attack Damage Critical Lt. Crossbow +6 1d8+0 20/3 Dagger (thrown) +7 1d3+0 19-20/2 Kukri (melee) +6 1d3+0 18-20/2 Culass +6 1d4+0 18-20/2 TWF (Culass/Khukri) +4/+4 1d4+0/1d3+0 (see above for criticals) Notes:+1 Racial bonus to all attacks (already Included). +1 Racial bonus attacks with thrown weapons(already Included). Languages: Common, Halfling, Sign Language, Abilities: o - +2 Dexterity, -2 Strength. o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. o - A halfling’s base land speed is 20 feet. o - +2 racial bonus on Climb, Jump, and Move Silently checks. o - +1 racial bonus on all saving throws. o - +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. o - +1 racial bonus on attack rolls with thrown weapons and slings. o - +2 racial bonus on Listen checks. o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. o - Favored Class: Rogue. Feats: Two Weapon Fighting; Weapon Finesse Skill Points: 44/40 Max Ranks: 5/2.5 Skills Ranks Mod Misc Total _____________________Class Skills_____________________ Appraise 00 +2 +2 Balance 00 +4 (-1ACP) +3 Bluff 00 -1 -1 Climb 00 +0 +2(-1ACP) +1 Craft 00 +2 +2 Decipher Script 01 +2 +3 Diplomacy 00 -1 -1 Disable Device 04 +2 +6 Disguise 00 -1 -1 Escape Artist 00 +4 (-1ACP) +3 Forgery 00 +2 +2 GatherInformation 00 -1 -1 Hide 04 +4 +4(-1ACP) +11 Intimidate 00 -1 -1 Jump 04 +0 +2(-1ACP) +5 Knowlege(Local) 01 +2 +3 Listen 01 +2 +2 +5 Move Silently 04 +4 +2(-1ACP) +9 Open Locks 04 +4 (-1ACP) +7 Perform 00 -1 -1 Profession (Barrister) 03 +2 +5 Search 04 +2 +6 Sense MOtive 02 +2 +4 Sleight of hand 04 +4 (-1ACP) +7 Spot 04 +2 +6 Swim 00 -1 (-1ACP)* -3 Tumble 04 +4 (-1ACP) +7 Use Magic Device 00 +2 +2 Use Rope 00 +4 (-1ACP) +3 * X2 ACP For swimming. _____________________Untrained Skills_____________________ Concentration 00 +1 +1 Heal 00 +2 +2 Ride 00 +4 +4 Survival 00 +2 +2 Notes: Equipment: Cost Weight Studded Leather* 25gp 10lb Lt. Crossbow* 35gp 02lb Quarells (17)* 02gp .5lb Cutlass* 20gp 01lb Dagger (throwing)* 02gp .5lb Dagger (throwing)* 02gp .5lb Kukri* 04gp 01lb Backpack 02gp 01lb Bedroll .1gp 01lb WaterSkin 01gp 02lb Thieves Tools* 30gp .5lb Signet Ring* 05gp 00lb Rations (5) 2.5gp 2.5lb Total Weight: 23lb Money: 320gp 4sp 0cp In droppable Backpack 07lb Worn* 16.0lb Lgt Med Hvy Lift Push[/B] Max Weight: 19.5 19.6-39.75 39.75-60 120 300 Age: 40 Height: 3'3" Weight: 38lbs Eyes: Green Hair: Brown Skin: FairCharacter Notes
Last edited by DerHauptman; Wednesday, 27th December, 2006 at 04:42 AM. Reason: Approved
Sunday, 27th August, 2006, 05:40 AM #267
Novice (Lvl 1)
(Pending Approval Level 2)
Code:Name: Lady Paycn (aka "P", Pinkie, and Princess) Class: Rogue/Fighter Race: Halfling Size: Small Gender: Female Alignment: N Deity: None Str: 10 +0 (04p.) Level: 1 XP: 1300 Dex: 18 +4 (10p.) BAB: +1 HP: 15 (1d6+1;1d10+1) Con: 12 +1 (04p.) Grapple: -4 Dmg Red: None Int: 14 +2 (06p.) Speed: 20' Spell Res: None Wis: 08 -1 (00p.) Init: +4 Spell Save: XX Cha: 14 +2 (06p.) ACP: -1 Spell Fail: X% Craft Points: 500 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +4 +1 +0 +0 18 Touch: 15 Flatfooted: 13 Base Mod Misc Total Fort: 2 +1 +1 +4 Ref: 2 +4 +1 +7 Will: 0 -1 +1 +0 Notes:+1 Racial bonus to all saves (already Included). Weapon Attack Damage Critical Lt. Crossbow +6 1d6+0 20/3 Dagger (thrown) +7 1d3+0 19-20/2 Dagger (melee) +6 1d3+0 18-20/2 Cutlass +6 1d4+0 18-20/2 TWF (Cutlass/Dagger) +4/+4 1d4+0/1d3+0 (see above for criticals) Notes:+1 Racial bonus to all attacks (already Included). +1 Racial bonus attacks with thrown weapons(already Included). Languages: Common, Halfling, a Unique and Personal Sign Language used with her partner and Elven Abilities: o - +2 Dexterity, -2 Strength. o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. o - A halfling’s base land speed is 20 feet. o - +2 racial bonus on Climb, Jump, and Move Silently checks. o - +1 racial bonus on all saving throws. o - +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. o - +1 racial bonus on attack rolls with thrown weapons and slings. o - +2 racial bonus on Listen checks. o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. o - Favored Class: Rogue. Feats: Two Weapon Fighting; Weapon Finesse Skill Points: 44 Max Ranks: 5/2.5 Skills Ranks Mod Misc Total _____________________Class Skills_____________________ Appraise 04 +2 +6 Balance 00 +4 (-1ACP) +3 Bluff 04 +2 +6 Climb 00 +0 +2(-1ACP) +1 Craft(Tattoo Making) 01 +2 +3 Decipher Script 00 +2 +2 Diplomacy 04 +2 +6 Disable Device 01 +2 +3 Disguise 00 +2 +2 Escape Artist 00 +4 (-1ACP) +3 Forgery 04 +2 +6 GatherInformation 04 +2 +6 Hide 02 +4 +4(-1ACP) +9 Intimidate 00 +2 +2 Jump 04 +0 +2(-1ACP) +5 Knowlege(Local) 00 +2 +2 Listen 04 -1 +2 +5 Move Silently 02 +4 +2(-1ACP) +7 Open Locks 01 +4 (-1ACP) +4 Perform 00 +2 +2 Profession 00 -1 -1 Search 02 +2 +4 Sense MOtive 00 -1 -1 Sleight of hand 00 +4 (-1ACP) +3 Spot 00 -1 -1 Swim 00 +0 (-1ACP)* -2 Tumble 03 +4 (-1ACP) +6 Use Magic Device 04 +2 +6 Use Rope 00 +4 (-1ACP) +3 * X2 ACP For swimming. _____________________Untrained Skills_____________________ Concentration 00 +1 +1 Heal 00 -1 -1 Ride 00 +4 +4 Survival 00 -1 -1 Notes: Equipment: Cost Weight Studded Leather* 25gp 10lb Lt. Crossbow* 35gp 02lb Quarells (20)* 02gp .5lb Cutlass* 20gp 01lb Kukri* 04gp 01lb Dagger (throwing)* 02gp .5lb Dagger (throwing)* 02gp .5lb Backpack 02gp 01lb Bedroll .1gp 02lb WaterSkin 01gp 02lb Signet Ring* 05gp 00lb Rations (5) 05gp 2.5lb Tatoo Tools 10gp 02lb (Inks and pins tappers etc.) Tunk 20gp 15lbs (Ladies outfits Pink) Total Weight: 25lb Money: 11gp 4sp Xcp In Droppable Backpack 09.5lb Worn (carried)* 15.5lb Trunk 15lb Lgt Med Hvy Lift Push[/B] Max Weight: 19.5 19.6-39.75 39.75-60 120 300 Age: 20 Height: 2'9" Weight: 28lbs Eyes: Blue Hair: Blonde Skin: FairCharacter Notes
Last edited by LiL'Hauptman; Thursday, 28th December, 2006 at 12:51 AM.
Monday, 18th September, 2006, 04:33 PM #268
Novice (Lvl 1)
Appearance: Dae looks quite happy usually. He has always been quite optimistic. His eyes always seemed fixated on the horizon and there seems to always be a smile on his face.Code:Name: Daeualas (White Holy Bow) Class: Cleric Race: Elf Size: Medium Gender: Male Alignment: CG Deity: Grendath Domains: Luck and Trickery Str: 12 +1 (4p.) Level: 1 XP: 0 Dex: 16 +3 (6p.) BAB: +0 HP: 7 (1d8+1) Con: 12 +1 (6p.) Grapple: +1 Dmg Red: - Int: 10 +0 (2p.) Speed: 30' Spell Res: - Wis: 16 +3 (10p.) Init: +3 Spell Save: +X Cha: 10 +0 (2p.) ACP: -1 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +3 +0 +0 +0 16 Touch: 13 Flatfooted: 13 Base Mod Misc Total Fort: 2 +1 +3 Ref: 0 +3 +3 Will: 2 +3 +5 Weapon Attack Damage Critical Longbow +3 1d8+0 20/X3 Longsword +1 1d8+1 19-20/x2 Dagger +1 1d4+1 19-20/X2 Languages: Common, Elf Abilities: Re-roll 1/day (luck domain), Turn Undead 3/day Feats: Point Blank Shot Skill Points: 8 Max Ranks: 4/2 Skills Ranks Mod Misc Total Concentration 4 +1 +5 Heal 2 +3 +5 Survival 2 +3 +5 Equipment: Cost Weight Longbow 75gp 3lb Longsword 15gp 4lb Arrows (40) 2gp 6lb Dagger 2gp 1lb Studded Leather 25gp 20lb Wood Holy Symbol 1gp - Total Weight:34lb Money: 80gp Lgt Med Hvy Lift Push Max Weight: 43 44 87 130 650 Spells Level 0 DC 13 3 Level 1 DC 14 2+1 Age: 122 Height: 5'11" Weight: 173lb Eyes: Green Hair: Light Brown Pulled Back Skin: Smooth Pale
Background: Dae grew up in a small wooded community in the central lands. He led an uneventful life. One day a stranger came to his community. This stranger told him grand stories of the world outside his forest. Dae begged his father to let him leave. His father told Dae that should he complete his clerical training that he may leave, but only as a missionary. The day Dae graduated he left.
Wednesday, 20th September, 2006, 04:51 PM #269
Gallant (Lvl 3)
Under construction, sorry 'bout the mess
Last edited by DrZombie; Wednesday, 4th October, 2006 at 03:51 PM.
*Doghead* "You're an idiot, Dr Z."
Thursday, 21st September, 2006, 07:26 PM #270
Gallant (Lvl 3)
Last edited by DrZombie; Tuesday, 10th October, 2006 at 09:14 AM.
*Doghead* "You're an idiot, Dr Z."
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