(Record) Official Character Thread - Page 27




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  1. #261
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    Novice (Lvl 1)

    Endovior's Avatar

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    ø Ignore Endovior

    Thamian Highfire, Approved for Level 1

    Code:
    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
    Appearance: Thamian appears as a typical example of a Gray Elf... tall, and thin, with violet eyes and pale golden hair. He wears fine blue robes, but displays his weapons openly... presenting the slightly odd sight of a Wizard with a longsword to onlookers.

    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 Approval

 

  • #262
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    ø Ignore thatdarncat

    Still creating

    Not ready for submission yet but work's over. I'll finish off tomorrow and submit

    Code:
    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
    Appearance: XXXX

    Background: XXXX

  • #263
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    Acolyte (Lvl 2)

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    ø Ignore BigB

    Rhys approved Level 3

    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   172.5 
     
     
    
    money log
    owes Eskon 5 gp- paid in full 7/31/08 +6666 gold from Showdown. 11/21/08 spent 1320 gold for MW full Plate from Jamilee. 11/28/08 spent 3000 gold for gauntlets of ogre power from Tenebryn. 12/5/08 - spent 550 gold Tenebryn enchant plate mail to +1 12/10/08 - spent 800 gold to Findoram to craft MW warhammer and Mithral Heavy shield.
    craft log
    Lvl 1 (150)+Lvl2(300)+Lvl3(450)=900 12/5/08 - 100 Tenebryn enchant plate mail to +1 Total Craft Points: 800
    exp log
    12/1/07 +675 exp from Showdown in the Forgotten Ruins 7/31/08 +2200 exp from showdown in the forgotten ruins 11/28/08 -160 Tenebryn craft gauntlets of ogre power. 12/5/08 - 40 Tenebryn enchant plate mail to +1
    Age: XX Height: 3' 8" Weight: 57lb Eyes: Green Hair: Dark Brown Skin: Red
    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.


    Personality
    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
    BigB

  • #264
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    Acolyte (Lvl 2)

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    ø Ignore B4cchus

    Findoram Hammerhand

    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.
    Code:
    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
    Appearance: Findoram appears as one would expect from a dwarven smith of good proportians. He is

    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.

    [sblock=XP History]
    EN World D&D / RPG News - View Single Post - Bounty of the Endless Sands 350xp
    Last edited by B4cchus; Thursday, 27th November, 2008 at 02:21 PM.

  • #265

    Verrick Dram

    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: Fair
    Equipment
    Code:
    Clothing Worn
           -- Traveler's Outfit
    
    Carried
      15.0 lb Leather Armor
       3.0 lb Longbow
       3.0 lb Arrows(20)
       1.0 lb Dagger with Continual Flame Cast on it
       1.0 lb Dagger
       4.0 lb Quarterstaff
       2.0 lb Backpack
       1.0 lb Smokesticks(2)
       1.0 lb Trail Ration
           -- Candles(5)
           -- Chalk(2)
           -- Signal Whistle
           -- Flint and Steel
           -- Wand of Cure Light Wounds (50 Charges) Party's Wand
       0.5 lb Map Case
           -- Black Ink
           -- Inkpens(2)
           -- Parchment(10)
       -----------
      31.5 lb Total Carried
    
    Carried by Fobin
       5.0 lb Small Pack Saddle (Includes Harness)
       2.5 lb Small Trail Rations(10)
      10.0 lb 100ft silk rope
      20.0 lb Tent
       5.0 lb Bedroll
       5.0 lb Pints of Oil(5)
           -- Candles(15)
           -- Chalk(3)
      ------------
      47.5 lb Total Carried by Fobin
    
    Left in Orussus
       5.0 lb Sculpting Tools
    Fobin
    Code:
    Name: Fobin
    Race: Dog
    Size: Small
    Gender: male
    Alignment: True Neutral
    
    Str: 13 +1     Level: 1HD      XP: -
    Dex: 17 +3     BAB: +0         HP: 6 (1d8+2)
    Con: 15 +2     Grapple: -3     Dmg Red: -
    Int:  2 -4     Speed: 40'      Spell Res: -
    Wis: 12 +1     Init: +3        Spell Save: -
    Cha:  6 -2     ACP: -          Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +3    +1    +1    +0    15
    Touch: 14              Flatfooted: 12
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2          +4
    Ref:                       2    +3          +5
    Will:                      0    +1          +1
    
    Weapon                  Attack   Damage     Critical
    Bite                    +2       1d4+1      20x2
    
    Abilities:
    Low-Light Vision
    Scent
    Trick known: Come, Heel, Stay, Work
    
    Feats:
    Alertness
    Track
    
    Skill Points:  4       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Jump                       0    +3  +4      +7 (Dex instead of Str?)
    Listen                     2    +1  +2      +5
    Spot                       2    +1  +2      +5
    Survival                   0    +1  +4      +1/+5 (When Tracking)
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                50   100   150   300   750
    Treasure
    Code:
       145gp 5sp 0cp Starting Gold after Initial Purchases
    -    4gp 0sp 0cp Gift to Sailors
    +  300gp 0sp 0cp Payment for Rescuing Uggla
    -   30gp 0sp 0cp Tithe to temple or clergy of Zaphos
    -   10gp 0sp 0cp Offering to temple or clergy of Zaphos (Re: Excellent Heal check rolls)
    -   25gp 0sp 0cp Pack Dog (Fobin)
    -   15gp 0sp 0cp Pack Saddle for Fobin (Priced at Exotic as I want it to be not only a pack saddle but a harness.)
    -   20gp 0sp 0cp 100ft silk rope
    -   10gp 0sp 0cp Tent
    -   40gp 0sp 0cp 2 smokesticks
    -    5gp 0sp 0cp 10 small trail rations
    -  112gp 0sp 0cp Dagger with Continual Flame cast on it
    -    2gp 0sp 0cp dagger
    -    1gp 0sp 0cp flint and steel
    -    1gp 0sp 0cp map case
    -    8gp 0sp 0cp ink
    -    2gp 0sp 0cp 10 pieces of parchment
    -    0gp 1sp 0cp Bedroll
    -    0gp 5sp 0cp 5 pints of oil
    -    0gp 2sp 0cp 20 candles
    -    0gp 8sp 0cp signal whistle
    -    0gp 2sp 0cp 2 sacks
    -    0gp 2sp 0cp 2 ink pens
    -    0gp 0sp 5cp 5 pieces of chalk
    -  150gp 0sp 0cp 1/5th share of wand of cure light wounds
    =    6gp 4sp 5cp Total

    Appearance:

    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.

    Background:

    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.

    Behavior
    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
    Changes Lvl 1 -> Lvl 2
    HP: 9 -> 16
    BAB: +1 -> +2
    Fort Save: +3 -> +4
    Ref SAve: +5 -> +6
    Skill Points: 32 -> 40
    Hide: 4 -> 5
    Move Silently: 4 -> 5
    Listen: 4 -> 5
    Search: 0 -> 2
    Spot: 4 -> 5
    Survival: 3 -> 4
    Use Rope: 1 -> 2

    Code:
    Name: Verrick Dram
    Class: Ranger
    Race: Elan
    Size: Medium
    Gender: Male
    Alignment: LG
    Deity: Zephos
    
    Str: 10 +0 (02p.)     Level: 1        XP: 800
    Dex: 16 +3 (10p.)     BAB: +1         HP: 9 (1d8+1)
    Con: 12 +1 (04p.)     Grapple: +1     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:                   2    +1          +3
    Ref:                    2    +3          +5
    Will:                   0    +2          +2
    
    Weapon                    Attack   Damage     Critical
    Long Bow                     +4     1d8+0      20/x3
    Quarterstaff                 +1     1d6+0      20/x2
    Quarterstaff (Double)      -3/-7    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.
    
    
    Skill Points: 32       Max Ranks: 4/2
    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)                     4    +3                +7
    Knowledge (Geography) (Int)    2    +2                +4
    Knowledge (Nature) (Int)       2    +2                +4
    Move Silently (Dex)            4    +3                +7
    Listen (Wis)                   4    +2  +2 vs Humans  +6/+8
    Ride (Dex)                     1    +3                +4
    Sense Motive (Wis) *Cross      0    +2  +2 vs Humans  +2/+4
    Spot (Wis)                     4    +2  +2 vs Humans  +6/+8
    Survival (Wis)                 3    +2  +2 vs Humans  +5/+7
    Use Rope (Dex)                 1    +3                +4
    
                           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: Fair
    Last edited by LiquidBlue; Saturday, 30th December, 2006 at 10:40 PM. Reason: Edited for Level 2

  • #266
    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: Fair
    Character Notes


    Appearance:Tall for a halfling and a little hefty as well, this
    little guy wears a charcoal gray cloak with black irregular patterns
    over his black studded leather armor. His armor looks new or incredibly
    well oiled and maintained and it makes hardly a squeak when moving. He
    sports a pair of black but unpolished pair of half-calf boots well worn
    in contrast. He carries a small light crossbow, a cutlass at his belt
    and a brace of daggers across his chest. He has a well worn backpack
    with a bedroll tightly secured underneath. Incredibly for all the
    buckles, snaps, and the leather itself he seems to make little noise when
    moving. He wears a scarf around his neck in bright yellow that looks as
    if it might be of feminine design.

    Personality:This little halfling is very aggressive and loves to
    talk but can come off abrasive and coarse. He is up for any adventure and
    aside from insisting he travels with his "companion" places no stipulations
    on his employ. He is known to accept "questionable" tasks for the right
    price.

    He does have a soft spot for children and will take jobs involving them
    pro-bono.

    Background: Little is known about this halfling's origin even in
    the "business". It is rumored he is some kind of displaced nobility and
    displays a signet ring though he never uses it for any real purpose dismissing
    any real claim to nobility without denying it completely.

    He always travels with his "companion" who is a much younger halfling female.
    They seem to have a familiar type relationship like mentor student. It is
    rumored that she is a princess in exile and has a signet ring of her own. He
    may be her protector or rumor has it sometimes her older bastard half-brother.

    He is known in the "business" as an excellent locksmith and trap
    finder/neutralizer. He is a decent fighter can "take the eyes off a potato
    from 100' with a crossbow.

    His partner is known as an excellent information gatherer, negotiator and has
    a good head for selling/buying "special" goods. She is a well known casing
    expert and fence. She is also an excellent shot with a crossbow.

    Together they have been known to set a wicked ambush, fighting well as a
    team as if rehearsed. They work well as an advance party gathering
    information and clearing complexes for adventurers or military operations.

    As a side business he has been known to work as a barrister from time to
    time for the right price he might argue any case. She on the other hand
    designs and applies tattoos of moderate complexity in bars and taverns.

    In reality the pair are father and daughter. They are all that remains of a
    large extended family group that traveled together from town to town selling
    goods and occasionally stealing them back to be sold again. The group was
    attacked most killed and some scattered some 10 years ago.

    They are in fact from the ruling family of that group but not recognized nobility
    per se but nobility within those on the graft, swindlers and con artists.
    Their signets might be recognized by friend and foe alike within those circles.
    Thus they rely on their anonymity enjoying the rumors often associated with that
    status - both good and bad. They can be sinners and saints as the situation fits.




    Logs

    XP log:
    250 From Fire Sceene
    850 From A Sailor Talks Too Much
    500 From Rich Beyond Dreams



    Wealth log:
    450 gp, from A Sailor talks Too Much


    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L2 -> Fighter 1 HP: +8 (7+1CON) SP: +4 (2 Figher +2 Int)
    Jump + 4 RANKS
    Feat: Weapon Finesse
    Other:
    Last edited by DerHauptman; Wednesday, 27th December, 2006 at 04:42 AM. Reason: Approved

  • #267

    (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: Fair
    Character Notes

    Appearance:Short and sleight even for a halfling, she wears
    a charcoal gray cloak with irregular patterns over her black studded
    leather armor. Her armor looks new or incredibly well maintained.
    She sports a pair of black but very polished (think PVC like) impossibly
    high heeled boots. She carries a small light crossbow, a cutlass at her
    belt and a couple daggers on her person (one in her boot and the other on
    her back under her cloak). She has a backpack with a bedroll tightly secured
    underneath. She has her gear fastened well and seems to make little noise
    when moving. She wears a pink scarf around her neck.

    Personality:Uniquely nieve, this girl acts as if still a child she is a
    brat, spoiled by her mentor and loves to make a scene. Her partner/mentor
    often uses as a distraction to pulls some choice items off the crowd that gathers
    as they always will. She likes to use her frail childlike nature to play up her
    role as the victim to get others to protect her, especially her own mentor. She
    will not travel alone and refuses to make any arrangements letting her partner/
    mentor as the mood fits do things for her. In the end though she lets him make
    all the real decisions content to choose accommodations, food, mounts and outfits,
    she has a trunk with several outfits all common but varied in color and style
    from light pants and shirts to practical women’s wear. She wears pink as often
    as possible and a full 80% of her wardrobe is indeed pink.

    She will do almost anything her mentor says, however, she will never hurt or
    abandon a mount, or any other animal in distress. She does have a soft spot
    for ponies and will go out of her way to take missions involving their rescue
    and or care. She will take those type missions for free as long as she gets to
    keep and or ride them. Any negotiation for a job will invariably involve a
    request for a pony.

    Background: Little is known about her real origin even in the
    "business". It is rumored she is some kind of princess. She uses this and acts
    the part feeding the rumors and sometimes getting good rooms and food for cheaper
    rates or for free with fake letters of credit from one family or another using her
    fairly decent forgery skills. She flashes her signet ring often, but quickly.
    She cuts a "royal" fit if questioned about her station or origin making common
    folk intimidated, full of doubt, and threatened with "punishment" for such
    presumption as to question try to verify her position.

    She always travels with a "companion" who is a much older halfling male.
    They seem to have a familiar type relationship like that of a mentor and
    student, or a steward or some other staff and his royal charge. She is
    to be a princess in exile and has enjoyed some success in the more remote
    regions gaining favors, housing and board for periods of time from minor
    nobility seeking favor from this "princess when she regains her throne.

    When not masquerading as a princess she dons her leathers and is well known
    in the "business" as an excellent information gatherer, negotiator, and graft
    artist. She has a clear head for selling/buying "unique" goods and items. She
    is a well known casing expert and fence. She is also an excellent shot with
    a crossbow.

    Together with her partner/mentor they are known to set a wicked ambush,
    fighting well as a team as if rehearsed. They work well as an advance
    party gathering information and clearing complexes for adventurers or
    military operations.

    She has a couple personas the "princess" and what she refers to as the "P".
    The "P" is her traveling artist persona. She travels from inn to inn applying
    decent tattoos for fair prices. She works the clients for information preying
    upon the often impaired state required to endure a tattoo to get key information
    about the new town and any opportunities. She works with her partner to lift
    jewelry and other valuables from clients as well while in this state.

    In reality the pair are father and daughter. They are all that remains of a
    large extended family group that traveled together from town to town selling
    goods and occasionally stealing them back to be sold again.

    Their family was all but destroyed by a band of savage hobgoblins in an ambush,
    her father carries some guilt at abandoning the rest of the group and running off
    with his only daughter. They would like someday to regain control of a thief’s
    guild, band of highwaymen, or traveling troupe, traveling and redistributing wealth
    from everyone else to them.

    They are in fact from the ruling family but not recognized nobility per se.
    However, among swindlers and con artists their signets might recognized
    by friend and foe alike. Thus they rely on their anonymity enjoying
    the rumors often associated with that status - both good and bad. They can
    be sinners and saints as the situation fits.





    Logs

    XP log:
    150 Fire Scene
    650 from Sailor Talks Too Much
    500 from Rich Beyond Dreams

    Wealth log:
    300 gp, X sp from A Sailor Talks Too Much

    Other log:
    XXXX from


    Advancement

    L2 -> Fighter 01 HP: +07 (1d10+1) SP: +4 (2+2)
    JUMP +4, +2 Base Fort, +1 Base Attack
    FEAT(s): Weapon Finese
    Other: OTHER NOTES
    Last edited by LiL'Hauptman; Thursday, 28th December, 2006 at 12:51 AM.

  • #268
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    ø Ignore IamTheTest
    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
    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.

    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.

  • #269
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    ø Ignore DrZombie

    Under construction.

    Under construction, sorry 'bout the mess

    Spoiler:

    Morendrian
    Male Human Monk 1
    Lawful Good
    Representing DrZombie


    Strength 14 (+2)
    Dexterity 16 (+3)
    Constitution 12 (+1)
    Intelligence 12 (+1)
    Wisdom 14 (+2)
    Charisma 8 (-1)
    Size: Medium
    Height: 6' 2"
    Weight: 140 lb
    Skin: Light
    Eyes: Black
    Hair: None




    Total Hit Points: 9

    Speed: 30 feet

    Armor Class: 15 = 10 +3 [dexterity] +2 [wisdom]

    Touch AC: 15
    Flat-footed: 12
    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +3 = 2 [base] +1 [constitution]
    Reflex save: +5 = 2 [base] +3 [dexterity]
    Will save: +4 = 2 [base] +2 [wisdom]
    Attack (handheld): +2 = 0 [base] +2 [strength]
    Attack (unarmed): +2 = 0 [base] +2 [strength]
    Flurry of Blows: 0/0 [includes strength modifier]
    Attack (missile): +3 = 0 [base] +3 [dexterity]
    Grapple check: +2 = 0 [base] +2 [strength]


    Light load:58 lb. or less

    Medium load:59-116 lb.
    Heavy load:117-175 lb.
    Lift over head:175 lb.
    Lift off ground:350 lb.
    Push or drag:875 lb.




    Languages: Common Dwarven


    Unarmed Damage: 1d6 +2 [strength]

    Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

    Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]


    Feats:

    Combat Reflexes
    Dodge
    Improved Unarmed Strike [monk]
    Stunning Fist [monk]

    Traits:


    Skill Total = Ability + ranks + Misc
    Appraise Int 1 = +1
    Balance Dex* 4 = +3 +1
    Bluff Cha -1 = -1
    Climb Str* 3 = +2 +1
    Concentr Con 1 = +1
    Diplomacy Cha -1 = -1
    Disguise Cha -1 = -1
    Escape Art Dex* 3 = +3
    Forgery Int 1 = +1
    Gather Info Cha -1 = -1
    Heal Wis 2 = +2
    Hide Dex* 7 = +3 +4
    Intimidate Cha -1 = -1
    Jump Str* 2 = +2
    Listen Wis 4 = +2 +2
    Move Silent Dex* 7 = +3 +4
    Perform_1 Cha -1 = -1
    Ride Dex 3 = +3
    Search Int 1 = +1
    Sense Motive Wis 4 = +2 +2
    Spot Wis 6 = +2 +4
    Survival Wis 2 = +2
    Swim Str** 4 = +2 +2
    Tumble Dex* 7 = +3 +4
    Use Rope Dex 3 = +3


    * = check penalty for wearing armor


    Human:


    Extra feat at first level (already included)
    Four extra skill points at first level (already included)
    One extra skill point at each additional level (already included)
    Monk:

    AC Bonus for Wisdom

    Flurry of Blows

    Unarmed Strike

    Bonus Feats

    Class HP rolled
    Level 1: Monk 8




    Morendrian's Equipment:


    69 lb

    Backpack
    Bedroll
    Flint and steel
    Lantern (bullseye)
    Oil flasks x1
    Rations (1 day) x4
    Rope (50', hempen) x1
    Rope (50', silk) x1
    Soap
    Tent
    Waterskins x2
    Climber's kit

    Total 69 Lbs





    More about Morendrian:
    Last edited by DrZombie; Wednesday, 4th October, 2006 at 03:51 PM.
    *Doghead* "You're an idiot, Dr Z."

  • #270
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    ø Ignore DrZombie
    under construction

    Spoiler:


    Dondurgarion Draskhameranguar
    Male Dwarf Barbarian 1
    Chaotic Good
    Representing DrZombie


    Strength 14 (+2)
    Dexterity 12 (+1)
    Constitution 18 (+4)
    Intelligence 14 (+2)
    Wisdom 12 (+1)
    Charisma 6 (-2)
    Size: Medium
    Height: 4' 1"
    Weight: 175 lb
    Skin: Pale
    Eyes: Blue
    Hair: Blond; Straight; Thick Beard / Hirsute




    Total Hit Points: 16

    Speed: 30 feet [barbarian]

    Armor Class: 17 = 10 +4 [Scale Mail] +2 [heavy wooden] +1 [dexterity]

    Touch AC: 11
    Flat-footed: 17
    Initiative modifier: +1 = +1 [dexterity]
    Fortitude save: +6 = 2 [base] +4 [constitution]
    Reflex save: +1 = 0 [base] +1 [dexterity]
    Will save: +1 = 0 [base] +1 [wisdom]
    Attack (handheld): +3 = 1 [base] +2 [strength]
    Attack (unarmed): +3 = 1 [base] +2 [strength]
    Attack (missile): +2 = 1 [base] +1 [dexterity]
    Grapple check: +3 = 1 [base] +2 [strength]


    Light load:58 lb. or less
    Medium load:59-116 lb.
    Heavy load:117-175 lb.
    Lift over head:175 lb.
    Lift off ground:350 lb.
    Push or drag:875 lb.

    Languages: Common Dwarven Orc Undercommon


    Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

    Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]

    Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]

    Scale Mail [medium; +4AC; max dex +3; check penalty -4; 30 lb.]

    Heavy Wooden Shield [+2 AC; check penalty -1; hardness 10; hp 20; 10 lb.]


    Feats:

    Weapon Focus x1 Weapon(s): Battle Axe

    Traits:


    Skill Ability Total = Ability + ranks + misc
    Appraise Int 2 = +2
    Balance Dex* 1 = +1
    Bluff Cha -2 = -2
    Climb Str* 5 = +2 +3
    Concentrati Con 4 = +4
    Diplomacy Cha -2 = -2
    Disguise Cha -2 = -2
    Escape Arti Dex* 1 = +1
    Forgery Int 2 = +2
    Gather Info Cha -2 = -2
    Handle Anim Cha 1 = -2 +3
    Heal Wis 1 = +1
    Hide Dex* 1 = +1
    Intimidate Cha -2 = -2
    Jump Str* 4 = +2 +2
    Listen Wis 4 = +1 +3
    Move Silent Dex* 1 = +1
    Ride Dex 4 = +1 +3
    Search Int 3 = +2 +1
    Sense Mot Wis 1 = +1
    Spot Wis 2 = +1 +1
    Survival Wis 3 = +1 +2
    Swim Str** 4 = +2 +2
    Use Rope Dex 1 = +1


    * = check penalty for wearing armor


    Dwarf:


    +2 constitution / -2 charisma (already included)

    Can move 20 feet even if in heavy armor

    Darkvision (see 60 feet in pitch-dark)

    Stonecunning (+2 on searching stone, intuit depth)

    +4 to avoid being bullrushed while standing on ground

    +2 racial bonus on saves vs. poison

    +2 racial bonus on saves vs. spells / spell-like abilities

    +1 racial bonus to hit orcs and goblinoids

    +4 dodge bonus on AC against giants

    +4 stability bonus to avoid being tripped/bull rushed standing on ground

    +2 racial bonus on appraise checks if stone/metal

    Barbarian:

    Illiteracy (2 skill points to learn to read)

    Rage

    Fast Movement (already included)

    This barbarian can read/write.


    Class HP rolled
    Level 1: Barbarian 12




    Dondurgarion Draskhameranguar's Equipment:

    Heavy crossbow 50 gp 8 lb
    Battleaxe 10 gp 6 lb
    GreatAxe 20 gp 12lb
    Scale Mail 50 gp 30lb
    Heavy Wooden Shield 7 gp 10lb

    Crossbow bolts (quiver of 10) 1 gp 1lb
    Backpack 2 gp 2 lb
    Bedroll 0.1gp 5lb
    Blanket, winter x1 0.5gp 3lb
    Canvas (2 x 2 yd) 0.4gp 4lb
    Crowbar 2gp 5lb
    Fishhook 0.1gp
    Flasks x3 0.09gp 3lb
    Flint and steel 1gp
    Hammer 0.5gp 2 lb
    Lantern (hooded) 7gp 2 lb
    Oil (3) 0.3gp 3 lb
    Pick 3gp 10 lb
    Pitons x3 0.3gp 2 lb
    Rope (50', hempen) 1gp 10 lb
    Waterskins 1gp 4 lb
    Whetstone 0.02gp 1 lb

    Total 157.31gp 123lb





    More about Dondurgarion Draskhameranguar:
    Dondurgarion was trained from an early age as a scout for the Khamerenguar clan, the miners of the deep, at the border with the underdark. He



    Last edited by DrZombie; Tuesday, 10th October, 2006 at 09:14 AM.
    *Doghead* "You're an idiot, Dr Z."

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