(Record) Official Character Thread - Page 35




  1. #341
    Registered User
    Novice (Lvl 1)



    Join Date
    Oct 2007
    Location
    North Carolina
    Posts
    34

    ø Ignore TheOcho

    App for Maladar Dar'Kin Half-Elf Ranger (fixed)

    Code:
    Name: Maladar Dar'Kin
    Class: Ranger
    Race: Half-Elf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Grendath
    
    Str: 13 +1 ( 5p.)     Level: 1        XP: 0
    Dex: 16 +3 (10p.)     BAB: +1         HP: 10 (1d8+2)
    Con: 14 +2 ( 6p.)     Grapple: 2      Dmg Red: 0/0
    Int: 10 +0 ( 2p.)     Speed: 30'      Spell Res: 0
    Wis: 14 +2 ( 6p.)     Init: +3        Spell Save: +2
    Cha: 09 -1 ( 1p.)     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	+2 	0	+4
    Ref:		2	+3 	0	+5
    Will:		0	+2	0	+2
    
    Weapon		Attack	Damage		Critical
    Rapier			+4      1d6+1(+3vsOrcs)	18-20 x2
    Light Mace (Cold Iron)	+4      1d6+1(+3vsOrcs)	x2
    Dagger   (10ft)		+4      1d4+1(+3vsOrcs)	19-20 x2
    Dagger   (10ft)(Silver)	+4      1d4  (+2vsOrcs)	19-20 x2
    Shortbow (60ft)		+4      1d6  (+2vsOrcs)	x3
    Arrow (20)		--- 	---		---
    
    Languages: Common, Elven
    
    Abilities: 
    Half-Elf:
    * Immune to Sleep and similiar effects
    * +2 vs. enchantment spells or effects
    * Low-Light vision
    * +1 Listen, Search, and Spot
    * +2 Diplomacy and Gather Info
    
    Ranger:
    * Favored Enemy: Humanoid (orc)
    * Wild Empathy (d20 + 0)
    * +2 bonus on Bluff, Listen, Sense Motive, Spot, & Survival against Orcs (Favored Enemy)
    * +2 damage vs. Orcs
    
    
    
    Feats: 
    * Weapon Finesse (Dex instead of Str: +3 attack)
    * Track (ranger bonus feat)
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Class Skills:
    Climb (str)			0    +1    -1      0
    Conc. (Con)			0    +2    0      2
    Craft (Int)			0    +0    0      0
    Handle Animal (Cha)		0    -1    0     -1
    Heal (Wis)			0    +2    0      2
    Hide(Dex)			4    +3   -1      6
    Jump (Str)			0    +1   -1      0
    Knowledge (Dungeoneering)(Int)	0    +0    0      0
    Knowledge (Geography)(Int)	0    +0    0      0
    Knowledge (Nature)(Int)		0    +0    0      0
    Listen (Wis)			4    +2   +1      7 (+2 vs Orcs) (Includes Racial Bonus)
    Move Silently (Dex)		4    +3    -1      6
    Profession (Wis)		0    +2    0      2
    Ride (Dex)			0    +3    0      3
    Search (Int)			4    +0   +1      5 (Includes Racial Bonus)
    Spot (Wis)			4    +2   +1      7 (+2 vs Orcs) (Includes Racial Bonus)
    Survival (Wis)			4    +2    0      6 (+2 vs Orcs)
    Swim (Str)			0    +1   -2     -1 (ACP: -2)
    Use Rope (Dex)			0    +3    0      3
    
    Cross-Class Skills:
    Bluff (Cha)			0    -1    0     -1 (+2 vs Orcs)
    Sense Motive (Wis)		0    +2    0     +2 (+2 vs Orcs)
    
    
    
    
    Equipment:			Cost  Weight
    Explorer’s Outfit		 -	-
    Studded Leather Armor		25gp   20lb
    Rapier				20gp    2lb
    Dagger				 2gp    1lb 
    Dagger (Alchemical Silver)	22gp    1lb
    Light Mace (Cold Iron)		10gp    4lb
    Shortbow			30gp    2lb
    Arrows (x20)			 1gp    3lb
    Quivier				 -      -
    backpack			 2gp    2lb
    Rations, trail (x2)		10sp    2lb    
    Waterskin			 1gp    4lb
    Flint & steel			 1gp     -
    Sack				 1sp  1/2lb
    
                         
    Total Weight:	41.5 lb	Money:	39gp 9sp
    
    			Lgt	Med	Hvy	Lift	Push
    Max Weight:	   0-50	51-100	101-150	300	750
    
    Age: 24
    Height: 5' 8"
    Weight: 191 lb
    Eyes: Light Blue
    Hair: Sandy Brown
    Skin: Tanned
    Appearance: Maladar is a little above average in height and weight for a Half-Elf. He has disheveled sandy brown hair, ice blue eyes, and a darkly tanned muscular body. His favored weapon is the rapier which he keeps on the left side of his waist. He does carry two unusual weapons inherited after his fathers death. A Cold Iron Light Mace which is on the right side of his waist and an Alchemical Silver dagger strapped to his right leg. A regular dagger is hidden in his boots and a short bow is strapped to his back. The quiver is kept on his back as well. He wears an Explorers outfit around town in dark greens, browns, and black. He has a dark green oiled hooded cloak which he wears all the time.

    Background: Maladar was born to an Elven Fighter and Human Sorceress. She died not long after giving birth. After her death his father moved back to the elven forest of his ancestors. At the age of 12 his mischievousness and practical jokes provided enough distraction to the Orcs to help the hamlet defend against the Orcish warband. His father was slain and his grandfather was badly injured during the attack. After his grandfather was well enough he started to teach Maladar the Ranger arts. With the weapon training from his father and the ranger skills from his grandfather he became very good at protecting the hamlet from invaders. At the age of 24 he set out to learn more about his past. His journey has taken him to a number of cities where his talents have been sought in exchange for pay.

    Maladar is very honest and generally says whats on his mind. This can be offsetting to most people because they generally do not want to deal with the truth or at least his idea of it. He sticks to what he believes but can be swayed with the right evidence. He likes to play pranks and jokes to break the ice. Most people tend to get tired of this pretty quickly but he doesn't seem to notice.

    Money

    - Lent 75g to Richard in this post. He is being charged 10% after each adventure he goes on until it is paid off.

    - Lost 10g in Horde II dice game. Post
    Last edited by TheOcho; Friday, 30th November, 2007 at 03:55 PM. Reason: fixing some bio errors.

 

  • #342

    Hasin Ashwind LE Dwarf Ranger Level 2 *Approved*

    Code:
    Name: Hasin Ashwind
    Class: Ranger
    Race: Dwarf
    Size: Medium	
    Gender: Male
    Alignment: Lawful Evil
    Deity: XXXX
    
    Str: 14 +2 (6p.)     Level: 2        XP: 1156
    Dex: 16 +3 (10p.)     BAB: +2        HP: 20 (2d8+6)
    Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 0/0
    Int: 14 +2 (6p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +3        Spell Save: 0
    Cha: 6 -2 (0P.)     ACP: -1         Spell Fail: 0%
    
                              Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: 16               10      +2    +1      +3    +X    +X    +X     16
    Touch: 13              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                 3     3    +2/poison    +6
    Ref:                  3      3    +0            +6
    Will:                 0      0   +0           +0
    
    Weapon                  Attack   Damage     Critical
    Dwarven War Axe	          +4     1d10+2    20-X3  
    Short bow                  +5     1d6         20-x3
    Armor Spikes               +4     1d6+2      20X2
    dagger                       +4     1d4+2      19-20x2
    2 weapon attack          +2/+2  1d10+2  1d6+1  crit 20x3/crit 20x2  (axe and spikes)
    
    Languages: orcish,goblin, common, dwarven
    
    Abilities: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
    
    Ranger:
    
    Favored enemies 
    humans
    wild empathy -1 from charisma
    2 weapon fighting
    
    
    Feats: track, combat reflexes, 2 weapon fighting (ranger)
    
    Skill Points: 40      Max Ranks: 5/2.5
    Skills            Ranks          Mod  Misc     Total
    Climb 		    4    Str     2     -1       5
    Know  dungeon  	    4    Int     2               6
    Hide 		    5     Dex*  3      -1        7   
    Knowledge (nature)   5   Int     2     +2        9
    Listen 		     4    Wis                    4
    Move Silently 	    5   Dex*     +3      -1      7
    Search 		     4    Int     +2             6
    Spot 		     4    Wis                    4
    Survival 	     5    Wis    0      +2        7
    
    	
    Equipment:               Cost  Weight
    Leather armor            10 gp   15lb  
    Shield,lt Wood	        3 gp    5 lb
    dwarven war axe        30 gp    8 lb
    Armor Spikes              50 gp   10lbs
    short bow              30gp    2 lb
    travelers clothes
    Backpack                 2 gp    2 lb
    Waterskin                1 gp   4lb
    belt pouches (2)        2gp    1lbs
    5 days rations          1gp       5lbs
    20 arrows                  1gp        3lbs
    potion of c light wounds 50gp     .125lbs
    potion of c light woulds  50gp     .125lbs
    dagger                          2gp      1lbs
    
    
    lbl Weight:[/B]57.25lbs Money: 7gp 19sp 8cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight             58   116   175   350   875
    
    Age: 72
    Height: 4'1"
    Weight: 175lb
    Eyes: dark brown
    Hair: reddish brown
    Skin: swarthy
    Appearance: Dresses in light, earthtoned clothes suitable for the desert.beard is well trimmed, worn rather short for a dwarf.
    His buckler has a crude spike jutting from it, the image of a desert hawk can be seen through several layers of paint.around his neck Hasin wears a dwarven fingerbone.

    Background: Hasin Ashwind was born the youngest son of a crooked town constable.
    Every day he watched his father head out to protect his small desert town from those who couldn't afford protection
    He looked up to the criminal cabals who ran the caravans and vice dens in the area and longed to join.
    Eventually he managed to ingratiate himself with one of these groups "the desert wings" he became a soldier for the group and cought the eye of one of his superiors.
    It seemed that "The Desert Wings" had been raiding caravans for years, and storing their loot in a hidden cave. SOmebody had discovered the cave and needed to be silenced- permanently.
    Hasin jumped at the chance, he knew if he did well they would certainly make him an assassin.
    When he discovered his target was his father he was heart broken- but his ambition was geater then his sentimentality.
    one grisly midnight murder later- Hasin was on his way to being an assasin. Poor Hasin didn't even see it coming.
    It was during a raid on a rival gangs caravan- but the arrow came from behind. The Desert Wings silenced Hasin forever- or so they thought.
    He awoke amid the corpes and drug himself to the shade of a dead camel- he was lucky to find a healing potion and a little gear.
    he reached in his pocket and pulled out the momento he kept from his father, a dried up fingerbone and he tied it around his neck.
    His new purpose in life would be to bring down the family that had destoyed his life- and avenge the family he had destroyed.
    To do that, he needed to ressurect his father, and learn the location of the hidden cave.
    But, ressurection is expensive so Hasin joined on with a caravan headed north to tell his fathers brother of his untimely death
    - and make his fortune as an adventurer.


    EXPERIENCE LISTED BELOW

    [sblock]
    Code:
    Name: Hasin Ashwind
    Class: Ranger
    Race: Dwarf
    Size: Medium	
    Gender: Male
    Alignment: Lawful Evil
    Deity: XXXX
    
    Str: 14 +2 (6p.)     Level: 1        XP: 678
    Dex: 16 +3 (10p.)     BAB: +1         HP: 11 (1d8+3)
    Con: 16 +3 (6p.)     Grapple: +3     Dmg Red: 0/0
    Int: 14 +2 (6p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +3        Spell Save: 0
    Cha: 6 -2 (0P.)     ACP: -1         Spell Fail: 0%
    
                                 Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: 16               10      +2    +1      +3    +X    +X    +X     16
    Touch: 13              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                 2     3    +2/poison    +5
    Ref:                  2      3    +0            +5
    Will:                 0      0   +0           +0
    
    Weapon                  Attack   Damage     Critical
    Dwarven War Axe	          +3     1d10+2    20-X3   
    Short bow                  +4     1d6         20-x3
    Armor Spikes               +3     1d6+2      20X2
    dagger                       +3     1d4+2      19-20x2
    
    Languages: orcish,goblin, common, dwarven
    
    Abilities: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
    
    Ranger:
    
    Favored enemies 
    humans
    wild empathy -1 from charisma
    
    
    Feats: track, combat reflexes
    
    Skill Points: 32       Max Ranks: 4/2
    Skills                      Ranks  Mod  Misc     Total
    Climb 		    2    Str     2     -1       3
    Know  dungeon  	    4    Int     2               6
    Hide 		    4     Dex*  3      -1        6    
    Knowledge (nature)    4   Int      2              6
    Listen 		     4    Wis                    4
    Move Silently 	     4    Dex*     +3      -1    6
    Search 		     4     Int     +2             6
    Spot 		     4     Wis                    4
    Survival 	    2        Wis     0            2
    
    	
    Equipment:               Cost  Weight
    Leather armor            10 gp   15lb  
    Shield,lt Wood	        3 gp    5 lb
    dwarven war axe        30 gp    8 lb
    Armor Spikes              50 gp   10lbs
    short bow              30gp    2 lb
    travelers clothes
    Backpack                 2 gp    2 lb
    Waterskin                1 gp   4lb
    belt pouches (2)        2gp    1lbs
    mule	                 8 gp     -
    saddlebags               4 gp      (8)
    pack saddlle            5 gp     (15)
    Bedroll                  1sp     (5lbs) 
     Fishhook                 1sp      -             
     Hempen Rope (50’)      1gp      (10)
    Iron Pot                5sp      (10lbs)               
     Whetstone,             2 cp     (1lbs)
     Winter blanket         5sp      (3lbs)
    bit, bridle             2gp       (1lbs)
    9 days rations          1gp       9lbs
    grappling hook           1gp       (4 lbs)
    20 arrows                  1gp        3lbs
     potion of c light wounds 50gp     .125lbs
     potion of c light woulds  50gp     .125lbs
    dagger                          2gp      1lbs
    
    
    lbl Weight:[/B]53.25lbs + 64 ON STEED     Money: 7gp 19sp 8cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight             58   116   175   350   875
    
    Age: 72
    Height: 4'1"
    Weight: 175lb
    Eyes: dark brown
    Hair: reddish brown
    Skin: swarthy
    Appearance: Dresses in light, earthtoned clothes suitable for the desert.beard is well trimmed, worn rather short for a dwarf.
    His buckler has a crude spike jutting from it, the image of a desert hawk can be seen through several layers of paint.around his neck Hasin wears a dwarven fingerbone.

    Background: Hasin Ashwind was born the youngest son of a crooked town constable.
    Every day he watched his father head out to protect his small desert town from those who couldn't afford protection
    He looked up to the criminal cabals who ran the caravans and vice dens in the area and longed to join.
    Eventually he managed to ingratiate himself with one of these groups "the desert wings" he became a soldier for the group and cought the eye of one of his superiors.
    It seemed that "The Desert Wings" had been raiding caravans for years, and storing their loot in a hidden cave. SOmebody had discovered the cave and needed to be silenced- permanently.
    Hasin jumped at the chance, he knew if he did well they would certainly make him an assassin.
    When he discovered his target was his father he was heart broken- but his ambition was geater then his sentimentality.
    one grisly midnight murder later- Hasin was on his way to being an assasin. Poor Hasin didn't even see it coming.
    It was during a raid on a rival gangs caravan- but the arrow came from behind. The Desert Wings silenced Hasin forever- or so they thought.
    He awoke amid the corpes and drug himself to the shade of a dead camel- he was lucky to find a healing potion and a little gear.
    he reached in his pocket and pulled out the momento he kept from his father, a dried up fingerbone and he tied it around his neck.
    His new purpose in life would be to bring down the family that had destoyed his life- and avenge the family he had destroyed.
    To do that, he needed to ressurect his father, and learn the location of the hidden cave.
    But, ressurection is expensive so Hasin joined on with a caravan headed north to tell his fathers brother of his untimely death
    - and make his fortune as an adventurer.


    http://www.enworld.org/showthread.php?t=214056- 1st adventure helping out earned 250 exp.

    http://www.enworld.org/showpost.php?...stcount=353300 xp
    http://www.enworld.org/showpost.php?...stcount=459128 xp
    http://www.enworld.org/showpost.php?...stcount=634478 exp

    12-19-07 sold morning star, bought armor spikes
    also had to spend my cut of loot and the rest came from starting cash
    http://www.enworld.org/showpost.php?...4&postcount=37

    [sblock]
    Last edited by ethandrul; Friday, 2nd May, 2008 at 08:00 PM.

  • #343

    Droggle Coldfist (Approved for level 1 awaiting approval for level 2)

    Code:
    Name: Droggle Coldfist
    Class: Fighter
    Race: Dwarf
    Size: Med
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Entire Pantheon
    
    Str: 18 +4 (16p.)     Level: 2        XP: 1156
    Dex: 10 +0 (02p.)     BAB: +2         HP: 023 (2d10+6)
    Con: 16 +3 (06p.)     Grapple: +6     Dmg Red: 0/XXXX
    Int: 12 +1 (04p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (02p.)     Init: +0        Spell Save: NA
    Cha: 06 -2 (00p.)     ACP: -9         Spell Fail: NA
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +2    +0    +0    +0    +0    18
    Touch: 10              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                      3    +3          +6 (+8 vs poison/spell)
    Ref:                       0    +0          +0 (+2 vs spell)
    Will:                      0    +0    +2    +2 (+4 vs spell)
    
    saving throw modifiers
    dwarven racial +2 save vs posion dwarven racial +2 save vs spell Iron Will +2 will save
    Weapon Attack Damage Critical Range Heavy pick (wep foc) +7 1d6+4 20x4 - Longspear +6 1d8+6 20x3 - Javelin +2 1d6+4 20x2 30'
    weapon modifiers
    BAB +2 Str +4 melee attack/damage Weapon Focus Heavy Pick +1 attack
    Languages: Common, Dwarven, Giant Abilities: Can move 20 feet even if in heavy armor Darkvision (see 60 feet in pitch-dark) Stonecunning (+2 on searching stone, intuit depth) +4 racial 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 racial bonus to avoid being tripped while standing on ground +2 racial bonus on appraise checks if stone/metal dwarven weapon familiarity no movement penalty for medium load
    Feats
    Iron Will(L1) Weapon Focus Heavy Pick (F1) Power Attack(F2)
    Skill Points: 15 Max Ranks: 5/2 Skills Ranks Mod Misc Total Appraise Int (CC) 2.0 +1 +2racial +3 (+5 if stone/metal) Craft_Jewler Int 5.0 +1 +6 Ride Dex 2.0 +0 +2 Profession Miner Wis (CC) 2.0 +0 +2 Equipment: Cost Weight Splint Mail 200gp 45lb Shield, Heavy Wood 7gp 10lb Pick, Heavy 8gp 6lb Longspear 5gp 9lb Javelin (3) 3gp 6lb Backpack 2gp 2lb Waterskin 1gp 4lb Bedroll 1sp 5lb Flint and Tinder 1gp - Torch (5) 5cp 5lb Hemp Rope (50') 1gp 10lb Rations (10 days) 5gp 10lb Belt Pouch 1gp 0.5lb Total Weight:112.5lb Money: 5gp 08sp 05cp Lgt Med Hvy Lift Push Max Weight: 100 200 300 600 1500 Age: 67 Height: 4'03" Weight: 200lb Eyes: brown Hair: red Skin: dark
    Appearance: Dresses in dark clothes warm clothes, rarely matching adding to his unkempt appearance. beard is thick, and braided.
    His sheild has the image of a large ruby inscribed on it, as does the front of his armor.

    Background: Droggle is from a family of jewlers, the coldfist have been known as skilled jewlers for generations,
    but Droggle was always a bit too clumsy to become truely gifted at the craft. His family tried to help him find a niche in the business.
    They sent him out with crews to prospect gems for them to cut, and his brute strength also served as an effective deterrent for those who would
    try to steal from them, but he always felt his lack of skill at gem cutting would forever keep him from excelling in that profession.
    As he went about trying to figure out to do with his life, he would talk with the adventurers who would come to the shop from time to time, selling
    the gems they looted from dark dungeons and hideous monsters, and thier stories alwasy made him feel better about the dull life he was leading.
    So finally he decided to take up adventuring for himself, and he set off from his home to seek fame and fortue.



    money
    starting cash = 240G
    helping out mini adventure loot split 26GP 14 SP
    current cash = 33Gp 2Sp 5Cp


    hitpoint archive

    level 1 max 10
    level 2 7


    Droggle level 1

    Code:
    Name: Droggle Coldfist
    Class: Fighter
    Race: Dwarf
    Size: Med
    Gender: Male
    Alignment: Lawful Neutral
    Deity: Entire Pantheon
    
    Str: 18 +4 (16p.)     Level: 1        XP: 678
    Dex: 10 +0 (02p.)     BAB: +1         HP: 013 (1d10+3)
    Con: 16 +3 (06p.)     Grapple: +5     Dmg Red: 0/XXXX
    Int: 12 +1 (04p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (02p.)     Init: +0        Spell Save: NA
    Cha: 06 -2 (00p.)     ACP: -9         Spell Fail: NA
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +2    +0    +0    +0    +0    18
    Touch: 10              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                      2    +3          +5 (+7 vs poison/spell)
    Ref:                       0    +0          +0 (+2 vs spell)
    Will:                      0    +0    +2    +2 (+4 vs spell)
    
    saving throw modifiers
    dwarven racial +2 save vs posion dwarven racial +2 save vs spell Iron Will +2 will save
    Weapon Attack Damage Critical Heavy pick (wep foc) +6 1d6+4 20x4 Longspear +5 1d8+6 20x3 Javelin +1 1d6+4 20x2
    weapon modifiers
    BAB +1 Str +4 melee attack/damage Weapon Focus Heavy Pick +1 attack
    Languages: Common, Dwarven, Giant Abilities: 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 no movement penalty for medium load Feats: Iron Will, Weapon Focus Heavy Pick Skill Points: 12 Max Ranks: 4/2 Skills Ranks Mod Misc Total Appraise Int (CC) 2 +1 +2racial +3 (+5 if stone/metal) Craft_Jewler Int 2 +1 +3 Ride Dex 2 +0 +2 Profession Miner Wis (CC) 2 +0 +2 Equipment: Cost Weight Splint Mail 200gp 45lb Shield, Heavy Wood 7gp 10lb Pick, Heavy 8gp 6lb Longspear 5gp 9lb Javelin (3) 3gp 6lb Backpack 2gp 2lb Waterskin 1gp 4lb Bedroll 1sp 5lb Flint and Tinder 1gp - Torch (5) 5cp 5lb Hemp Rope (50') 1gp 10lb Rations (10 days) 5gp 10lb Belt Pouch 1gp 0.5lb Total Weight:112.5lb Money: 5gp 08sp 05cp Lgt Med Hvy Lift Push Max Weight: 100 200 300 600 1500 Age: 67 Height: 4'03" Weight: 200lb Eyes: brown Hair: red Skin: dark
    Appearance: Dresses in dark clothes warm clothes, rarely matching adding to his unkempt appearance. beard is thick, and braided.
    His sheild has the image of a large ruby inscribed on it, as does the front of his armor.

    Background: Droggle is from a family of jewlers, the coldfist have been known as skilled jewlers for generations,
    but Droggle was always a bit too clumsy to become truely gifted at the craft. His family tried to help him find a niche in the business.
    They sent him out with crews to prospect gems for them to cut, and his brute strength also served as an effective deterrent for those who would
    try to steal from them, but he always felt his lack of skill at gem cutting would forever keep him from excelling in that profession.
    As he went about trying to figure out to do with his life, he would talk with the adventurers who would come to the shop from time to time, selling
    the gems they looted from dark dungeons and hideous monsters, and thier stories alwasy made him feel better about the dull life he was leading.
    So finally he decided to take up adventuring for himself, and he set off from his home to seek fame and fortue.

    XP

    Helping out mini adventure 250 xp
    Nocturne of Shadow skin kite fight 300 xp
    Nocturne of Shadow ghoul fight 128 xp


    money
    starting cash = 240G

    current cash = 32Gp 2Sp 5Cp

    Last edited by Bison; Tuesday, 22nd April, 2008 at 05:12 PM. Reason: level 2

  • #344
    Registered User
    Acolyte (Lvl 2)

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    Jinx

    Code:
    Name: Jinx
    Class: Psion (Kineticist)
    Race: Human
    Size: M (5'10")
    Gender: Male
    Alignment: Neutral Good
    Religion: Grendath
    
    Str: 10 -- (02p.)     Level: 1        XP:    0
    Dex: 14 +2 (06p.)     BAB: +0         HP:  6
    Con: 14 +2 (06p.)     Grapple: +0     Dmg Red: N/A
    Int: 16 +3 (10p.)     Speed: 30'      Spell Res: N/A
    Wis: 12 +1 (04p.)     Init: +2        Spell Save: 13 + Power Level
    Cha: 10 -- (02p.)     ACP: --         Spell Fail:  N/A
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +2    +0    +0    +0    12
    Touch: 12              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +2          +2
    Ref:                       0    +2          +2
    Will:                      2    +1          +3
    
    Weapon                  Attack   Damage     Critical
    Dagger                    +0     1d4         19-20/x2
    or
    Light Crossbow            +2     1d8         19-20/x2
    
    Languages: Common, Bonus: Elven, Gnome, Halfling.
    
    Abilities:
    
    Racial (Human):
    *Versatile: Bonus feat, +4 skill points at level 1, +1 skill point every level
     thereafter.
    *Favoured class: Any.
    
    Class features:
    *Bonus psionic feat at level 1
    *Weapon proficiencies:  club, dagger, heavy crossbow, light crossbow,
     quarterstaff, shortspear.
    *Psion manifester level 1.
    *Discipline: Psychokinesis.
    
    Feats: 
    Level 1: Point Blank Shot
    Bonus (Psion 1): Psionic Shot
    Bonus (Human): Precise Shot
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Autohypnosis               4    +1          +5
    Concentration              4    +2          +6
    Intimidate                 4    --          +4
    Knowledge(Psionics)        4    +3          +7
    Profession(Sailor)         4    +1          +5
    Psicraft                   4    +3          +7
    
    Spot                       0    +1          +1
    Listen                     0    +1          +1
    Search                     0    +3          +3
    
    
    Equipment:               Cost    Weight
    Worn or Carried:
     Explorer's Outfit       -----    ------
     Dagger                    2gp      1 lb
     Light crossbow           35gp      4 lb
     Bolts (x20) + Quiver      2gp      2 lb
     Belt pouch:               1gp      .5lb
      Signal whistle           8sp    ------
      Flint and steel          1gp    ------
      Power Stone(*1)         25gp    ------
     Backpack:                 2gp      2 lb
      Waterskin                1gp      4 lb 
      Trail rations (4 days)   2gp      4 lb
      Bedroll                  1sp      5 lb
      Lantern, hooded          7gp      2 lb
      Oil, 2pts                2sp      2 lb
      Rope, silk (50ft)       10gp      5 lb
     
     --------------------------------------- +
                         89gp, 1sp     31.5lb
    
    (*1: Power Stone of Vigor, manifester level 1)
    
    
    Carried Weight: 31.5 lbs     Money: 30 gp, 9 sp, 0 cp.
    
                               Lgt   Med   Hvy    Lift Push
    Max Weight:                33    66   67-100  200  500
    
    
    
    Age: 21
    Height: 5'10"
    Weight: 135lbs
    Eyes: Brown
    Hair: Dark Brown
    Skin: Tanned
    Psionics:
    Power Points: 3 (2 for lvl. 1 Psion, 1 bonus for INT 16/Manifester level 1)
    Manifester Level: 1
    Powers Known: 1: Energy Ray, Inertial Armor, Far Hand

    Appearance:
    Jinx is a man of average height, with a thin, wiry build, and a narrowish face that makes him look a little taller than he is, somehow. He has short, nearly black hair, held further in check by a bandana, and dark brown eyes; his skin's well-tanned, more wrinkly than you'd expect in a man of his age. Though they're usually mostly hidden by clothing, jagged lightning scars cover his chest and the side of his neck. He tends to favor his left leg when he walks.

    His clothing tends towards the aggresively practical, dark brown leather pants and vest over a simple shirt, heavy boots, lots of straps, buckles, and pockets in strategical places. He's almost never without a dagger in his belt, and adds a crossbow and bolt quiver strapped to his thigh when he's expecting trouble.

    History

    In a previous life, Boris Draznin was a sailor, plying his trade on the Great Sea. He would've lived an unremarkable life, and died an unremarkable death by exposure, scurvy, disease, pirate or sea monster attack, if Fate hadn't intervened one dark and stormy night while Boris was at work in the rigging. In his case, Fate took the form of a lightning bolt to the chest. Miraculously, Boris survived. Less miraculously, but only slightly so, he also survived the thirty foot drop to the deck afterwards. As if that sequence of improbable events wasn't enough, he made a nearly full recovery over time, and came out slightly ahead in the bargain -- the crisis had awoken his latent psionic talent, and Boris found he could move small objects by a mere exercise of will, and found he had some command over energy as well, being able to make small sparks arc off his fingertips by like means.

    This earned him an almost instant firing by his captain, a good if superstitious man. He reasoned that the sky gods might well try to claim the one they "missed," or reclaim the power Boris had "stolen" from them, and he'd rather not have him on his ship when that happened. As the rumor traveled, it also got him his nickname, "Jinx." Jinx found it hard to find work as a sailor after that.

    Embittered, he turned to mercenary work, and kept developing his gift. As it turns out, a man who is a good shot, is able to roast enemies with blasts of lightning, and knows how to keep his mouth shut can earn a decent living at that sort of work. But Jinx soon tired of the "dirty" aspects of his work, and, following a recent conversion to the God of Adventurers, has come to Orussus to make a living as one, hoping it'll be more of a challenging and less of a morally ambiguous existence.

    Log
    Code:
    Gained 4 GP in a game of Horde (Tot'l cash now: 34gp, 9sp)
    Purchases 1 vial of ink and 5 sheets of parchment. (Tot'l cash: 25gp, 9sp)
    Attached Thumbnails Attached Thumbnails Boris3Forums.gif  
    Last edited by Robichaud; Monday, 8th September, 2008 at 09:51 PM. Reason: Fixed incorrect Spot/Listen modifier; should be +1 (Wis)
    LEW Characters: Jamilee, Jinx

  • #345
    Community Supporter COPPER SUBSCRIBER
    Defender (Lvl 8)

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    Gaius Valerius Corvinus (submitted for level 2)

    Code:
    Name: Gaius Valerius Corvinus
    XP: 2550
    Class: Fighter 2
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: LN (good tendencies)
    
    HP: 21   (2d10 +4 con )
    
    Str: 16 +3 (10p.)     Level: 2
    Dex: 12 +1 ( 4p.)     BAB: 2          
    Con: 14 +2 ( 6p.)     Grapple: +5
    Int: 14 +2 ( 6p.)     Speed: 20'  (base 30', medium armor/load)
    Wis: 10 +0 ( 2p.)     Init: +5
    Cha: 10 +0 ( 2p.)     ACP:  -5 (-7 w/shield)
    
                      Base  Armor Shld   Dex  Size   Nat  Misc  Total  Touch FF
    Armor w/shield:     10    +5    +2    +1    +0    +0    +0    18    11  17
    Armor:              10    +5    +0    +1    +0    +0    +0    16    11  15
    
                            Base   Mod  Misc  Total
    Fort:                      3    +2          +5
    Ref:                       0    +1          +1
    Will:                      0    +0          +0
    
    Weapon                  Attack   Damage     Critical
    Glaive                      +5    1d10+4    x3
    Longsword                   +5    1d8+3    19-20/x2
    Javelin                     +3    1d6+3     x2
    
    Languages: Common, Orcish, Dwarven
    
    Abilities:
      Proficient with simple and martial weapons (Ftr1)
      Proficient with all armor and all shields (Ftr1)
    
    Feats:
      Improved Initiative  (clvl 1)
      Power attack         (human bonus feat)
      Combat expertise     (Ftr1 bonus feat)
      Dodge  (Ftr2 bonus feat)
    
    Skill Points: (2 + 2(int) +1(human))x5 = 25
    Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    (x) Gather Information     2    +0          +2
    Intimidate                 5    +0          +5
    Ride                       5    +1          +6
    (x) Sense Motive           2    +0          +2
    Handle animal              3    +0          +3
    (x) Knowledge (history)    1    +2          +3
    (x) Knowledge (geography)  1    +2          +3
     (x) = cross class skill
    
    
    [B]Equipment:
    Wt:  Paid:      Description:
     -      -       Explorer's outfit
    40    150       Chainmail
    10      7       Heavy wooden shield
     5      0.1     Bedroll
     -      1       Flint and steel
     1      0.1     common Lamp
     2      0.2     2x pint of oil
     5     10       50 ft of silk rope
     1      0.02    Whetstone
    10      8       glaive
     6      3       3x Javelin
     4     15       longsword
    
    Total weight carried: 84
    
                              Lgt   Med   Hvy  Lift  Push
    Max Weight:                76    153   230   460   1150
    
    
    Age: 25
    Height: 5'10"
    Weight: 190lb
    Eyes: brown
    Hair: black
    Skin: lightly tanned
    Appearance:
    Corvinus is an dark-haired, dark-eyed man of medium height and muscular build. He almost always wears well-oiled chainmail over a padded tunic, with a longsword belted at his waist.

    Background:
    A note on Monemvassian names:
    Certain old families in Monemvassia still give their children three names according to the old tradition: The praenomen, nomen, and cognomen. Thus, Gaius Valerius Corvinus. The praenomen is a personal name, used mostly by immediate family and close personal friends. The nomen refers to the clan to which your family belongs, and the cognomen is a descriptive name (Corvinus means "crow-like") that is almost always inherited from one's father. There is an intricate etiquette involved in how the three names are used in conversation, depending on the relative status of the speaker and the person being named, but sadly, this naming tradition is no longer common in Monemvassia, and those who follow it simply instruct outsiders to call them by their cognomen. (OOC: this naming tradition is based on that of Republican Rome, a summary of which can be found here.)

    Backstory:
    The Valerius clan were among the first human families coming to Monemvassia with Nolan Jara when he founded the kingdom. Through a series of mishaps involving poor business decisions, social scandals, and sheer bad luck, the clan's fortunes fell quickly, and by the time Gaius Corvinus was born, the name was no longer known in Monemvassia except by historians. But the members of the clan's families never forgot their origins, and Gaius Corvinus was brought up to feel a founder's pride toward the city of Monemvassia as well as a strong sense of duty to it. When he came of age, he joined the Monemvassia Guard, hoping to fight pirates and goblins in defense of the city. Instead, he found that being in the Guard consisted mostly of taking bribes, harassing foreign merchants, and winking at the thieves' guild, rather than honest work. His sense of duty kept him in the Guard anyway, and his talents were sufficient to raise him to the rank of sergeant. One day, however, he caught a fellow guard taking money to look the other way while a woman was being beaten to death. Corvinus drove away the woman's attackers and beat the other guard within an inch of his life. Because he was able to provide incontrovertible evidence of the other guard's guilt, Corvinus escaped without official punishment, but the incident had made him a number of enemies in the Guard, some of them in high places. It became clear to Corvinus that he was no longer welcome in the guard, so he retired from the guard and left Monemvassia, hoping that other parts of the world would offer him honest work, and secretly hoping one day to return and clean up the Guard.

    Adventuring history


    Undine the Sea
    Corvinus began his adventuring career by attending a large party, at which it was announced that dire events were taking place: an undead dragon was preparing to escape its bonds and terrorize the land! Nearly all the attendees of the crowded party rode phantom steeds in a whirlwind trip to the Academy of the Chromatic Order, where a council was convened. With the sole disagreement of the delegation from the elves of Rivenblight, the Council agrees to send seven adventuring parties after the seven shards of the ward binding the undead dragon. Corvinus finds himself attached to the group chasing the Undine shard, thought to be guarded by the merfolk of Amalthea, an undersea city.

    In order to be able to operate undersea, the party decides to seek the aid of the priestesses of Galatea at her High Temple. They sail there aboard the Sea Dog, a fast but somewhat expensive vessel. Corvinus has to borrow fare from Babette. When they arrive at the temple, things turn ugly. The priestesses attack without provocation, and the high priestess of Galatea quickly subdues the party with an extremely powerful spell before Corvinus even has time to draw his sword.

    It turns out that the representatives of Rivenblight, who opposed the quest to regain the shards, have reached the temple first, and convinced the gullible priestesses that the party mean to defile some sacred shrine of the water goddess. Corvinus, shamed by his failure even to draw his sword before being subdued and angered by the credulity of the priestesses, has sharp words for them. Despite the fact that the error is soon corrected, he manages to make a number of enemies among the servants of the goddess with his accusations.

    The Galateans claim they do not have the ritual ingredients needed to send the party safely to Amalthea, so they send them instead to the elemental plane of water with instructions to seek the ingredients at the City of Brass. The priestesses bungle it as usual, though, and the party requires the assistance of a friendly traveller to reach the city safely.

    Alas, the priestesses instructions turn out to be wrong, too, and after a long and fruitless search, the ingredients are simply nowhere to be found. Exhausted, disgruntled and very poor, Corvinus eventually makes his way back to the Red Dragon Inn with little besides the armor on his back to show for his efforts.



    tracking

    money

    Starting gold: 240gp

    -150 gp chainmail
    -7 gp heavy wood shield
    -0.1 gp bedroll
    -1 gp flint and steel
    -0.1 gp lamp
    -0.2 gp 2 pints of oil
    -10 gp 50 feet of silk rope
    -0.02gp whetstone
    -8 gp glaive
    -3 gp 3 javelins
    -15 gp longsword

    Current total: 45g 5s 8c

    Note that Corvinus owes 75gp to Babette for paying his passage aboard the Sea Dog



    xp

    2200 from Undine the Sea, award 1
    350 from Undine the Sea, award 2

    Last edited by covaithe; Saturday, 15th November, 2008 at 01:53 PM.
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  • #346

    Ashmodai - Approved

    Code:
    Name: Ashmodai 
    Class: Wilder
    Race: Maenad
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: Mongrel
    
    Str: 12 +1 (04p.)     Level: 1        XP: 0
    Dex: 15 +2 (08p.)     BAB: +0         HP: 8 (1d6+02)
    Con: 14 +2 (06p.)     Grapple: +1     Dmg Red: -
    Int: 10 +0 (02p.)     Speed: 30'      Spell Res: -
    Wis: 08 -1 (00p.)     Init: +2        Spell Save: -
    Cha: 16 +3 (10p.)     ACP: -2         Spell Fail: -
    
                          Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:                  10    +4    +0    +2    +0    +0    +0    16
    Touch: 12              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                       0    +2          +2
    Ref:                        0    +2          +2
    Will:                       2    -1          +1
    
    Weapon                  Attack   Damage     Critical
    Sickle                    +1     1d6+1       20-x2
    
    Languages: Common, Maenad
    
    Abilities:
    
    # Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
    
    # Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
    
    Wilder Abilities: http://www.d20srd.org/srd/psionic/classes/wilder.htm
    
     Wild Surge (Su) +1:
    He gains +1 to her manifester level when manifesting a power, invoking Wild Surge. He pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
    
    Psychic Enervation (Ex):
    
    Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. 
    
    When overcome by psychic enervation, he's dazed until the end of his next turn and loses a number of power points equal to his wilder level.
    
    
    Feats: Track
    
    Skill Points: 16       Max Ranks: 4/2.0
    Skills                   Ranks  Mod  Misc  Total
    Bluff                      4    +3          +7
    Knowledge (dungeoneering)  2.0  +0          +2
    Concentration              4    +2          +6
    Escape Artist              2    +2    -2    +2
    Survival                   1.0  -1          +0
    
    Psionics: 5 pp (+2 Wilder, +2 Maenad, +1 Cha Bonus)
    1st - Mind Thrust: http://www.d20srd.org/srd/psionic/powers/mindThrust.htm
    
    Equipment:               Cost  Weight
    Sickle                   6gp    2lb
    Explorers outfit         -gp   -lb
    Chain Shirt              100gp  25lb
    Backpack                 2gp    1lb
    -Common Lute             5gp    1lb
    -Waterskin               4gp    1lb
    -Tindertwig              1gp    -lb
    -Bedroll                 1sp    5lb
    
    
    Total Weight:35lb      Money: 29gp 9sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                43     86   130   260   650
    
    Age: 44
    Height: 6'09"
    Weight: 155lb
    Eyes: Black
    Hair: Silver Grey
    Skin: fair white
    Appearance:

    About 6 feet tall, slim though slightly muscular, Shoulder Length Silver grey hair and piercing black eyes in the center of his harsh, weary face, Ashmodai, though hardened is still handsome. Ashmodai is generally found wearing his armour over his outfit around town, still paranoid about what might be around the next corner.

    Background:

    Dumped as a kid by his parents to some caring Gypsies who worshipped Mongrel. For most of the life he can remember was all about the joyous times around the bonfire as his adopted parents told wonderful stories, danced and sung the nights away. As he became older he started to question his psychic abilities, wondering why none of the others had them. Then at the age of 40 he got into an argument with his adopted father, over his wish to leave the tribe and find his real parent. At the climax of the argument Ash lost control of his psychic abilities and killed his father. Shocked from the outburst Ash quickly ran from the gypsy tribe stealing a sickle from his parents. For the last four years Ash has mostly lived off the land, finding shelter in deep caves, hunting, though he enjoys travelling to the larger settlements as he revels in the chaos of city life. Although his wild abilities has caused harm in the past, he still experiments when away from civilization hoping to bring some kind of control to his psychich abilities, lately he has begun to manifest a short sword for a few fleeting seconds...
    Last edited by Azmodaen; Friday, 30th November, 2007 at 06:34 AM. Reason: *Fixed as requested 3

  • #347
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    Gallant (Lvl 3)

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    Peladus Bralc - approved

    Code:
    Name:           Peladus Bralc
    Class:          Wizard 2
    Race:           Human
    Size:           Medium
    Gender:         Male
    Alignment:      Chaotic Good
    Deity:          Antonidas of Drevin
    
    Str: 10  +0(02) Level:  2      XP:          1320/3000
    Dex: 14  +2(06) BAB:    +1     HP:          11/11 (2d4+4)
    Con: 14  +2(06) Grapple:+1     Dmg Red:     nil
    Int: 16  +3(10) Speed:  30'    Spell Res:   nil
    Wis: 10  +0(02) Init:   +2     Spell Save:  13 + spell level
    Cha: 12  +1(04) ACP:    -0     Spell Fail:  0
    
             Base   Armor   Shld   Dex   Size   Nat   Misc   Total
    Armor:   10     +0      +0     +2    +0     +0    +0     12
    Touch:   12     Flatfooted:    10
    
    Saves:   Base   Mod     Misc   Total
    Fort:    +0     +2      +1*    +3
    Ref:     +0     +2      +1*    +3
    Will:    +3     +0      +1*    +4
    * From Cloak of Resistance +1
    
    Weapon          Attack  Damage       Critical
    Crossbow, light +3*     1d8          19-20/x2
    Quarterstaff    +1      1d6          x2
    * +1/+1 attack/damage within 30 feet
    
    Languages:      Auran
                    Common
                    Draconic
                    Goblin
    
    Abilities:      Favored class: any
                    Spellcasting
                    Summon Familiar
    
    Feats:          Point Blank Shot (character level 1)
                    Scribe Scroll (wizard level 1)
                    Skill Focus (Concentration) (human bonus feat)
    
    Skill Points: 30        Max Ranks: 5/2.5
    Skills                  Ranks   Mod  Misc  Total  Attribute  Notes
    Concentration           +5      +2   +3    +10    Con        Skill Focus
    Craft (Alchemy)         +4      +3   +0    +7     Int
    Decipher Script         +1      +3   +0    +4     Int
    Disable Device          +1.5    +3   +0    +4.5   Int
    Knowledge(Arcana)       +5      +3   +0    +8     Int
    Knowledge(Planes)       +2      +3   +0    +5     Int
    Open Lock               +1.5    +2   +0    +3.5   Dex
    Perform (String)        +1.0    +1   +0    +2     Cha
    Spellcraft              +5      +3   +2    +10    Int        Synergy bonus: 5+ Knowledge(Arcana)
    
    Craft Points:
    Level 1                 150
    Scribe Scroll           500
    Level 2                 300
                            ===
    Total                   950
    
    Equipment:                           Cost      Weight
    Backpack                             2.00 gp   2 lb
    Bolts, crossbow, 18*                 2.00 gp   2.1 lb
    Cloak**                              -         -
    Cloak of Resistance +1***            -         1 lb
    Crossbow, light*                     -         4 lb
    Explorer’s outfit                    -         -
    Flint & steel                        1.00 gp   -
    Gem, amethyst (20 gp)                -         -
    Ink (1 oz. vial)                     8.00 gp   -
    Inkpen                               0.10 gp   -
    Morningstar, small                   -    gp   3 lb
    Musical instrument, common (viola)   5.00 gp   3 lb
    Parchment, sheet (x4)                1.00 gp   -
    Potion, Cure Light Wounds (x2)       -         -
    Quarterstaff                         -         4 lb
    Rations, trail (per day) (x2)        1.00 gp   2 lb
    Rope, silk (50 ft)                  10.00 gp   5 lb
    Scroll, Disrupt Undead (x4)         50.00 gp   -
    Scroll, Mage Armor                  50.00 gp   -
    Scroll, Sleep                       25.00 gp   -
    Spell component pouch                5.00 gp   2 lb
    Spellbook, wizard’s                  -         3 lb
    Tools, thieves'                     30.00 gp   1 lb
                                        ========   ====
                                        95.10 gp   32.1 lb
    Money: 63gp 19sp  0cp
    * Crossbow & 7 bolts a  gift from Ashnar
    ** Cloak from his original outfit: dark blue, embroidered with gold thread, golden sunbursts and silver stars.
    *** See Treasure Log.
    
    Total Weight:   32.1 lb (light load)
    
                    Light   Med    Heavy       Lift  Push
    Max Weight:     0-33    34-66  67-100      200   500
    
    Spells per day: 4/3
    
    Spells known:
    Cantrips:
    All
    
    Level 1:
    Animate Rope
    Burning Hands
    Color Spray
    Detect Secret Doors
    Expeditious Retreat
    Floating Disk
    Hold Portal
    Identify
    Mage Armor
    Magic Missile
    Magic Weapon
    Ray of Enfeeblement
    Shield
    Ventriloquism
    
    Spells typically prepared:
    Cantrips:
    Detect Magic
    Light
    Message
    Read Magic
    
    Level 1:
    Color Spray
    Mage Armor
    Magic Missile
    
    Age: 24
    Height: 5'11"
    Weight: 148lb
    Eyes: blue
    Hair: blonde
    Skin: tanned
    Appearance: Peladus Bralc wears tight leather pants of a rich, reddish brown, and a sleeveless leather vest. His smooth skin is sun-kissed and his honey-blonde hair is of medium length. He wears a royal blue cloak embroidered with silver thread. Arcane symbols twinkle on the hem, and his boots are soft black suede.

    Background: His father keeps telling him that wizardry is a serious business but Peladus can never see it. Sure, he loves the mastering of a new spell, and he is secretly in awe of the power of arcane manipulation ... but life seems always to consist of far more than mere studious application. There are new horizons to explore, new challenges to meet, on occasion new risks to take ... and if a lovely companion or two wants to share the journey, why then, that’s all to the good!

    Adventures: Peladus has joined a group of adventurers in an attempt to rescue the wizard Darque, who has been trapped on the other side of a portal which opens into the cellar of Darque’s house in Orussus. Unfortunately, the party discovers that the portal is malfunctioning, and that Darque is being held prisoner as a dissident in Haven, an enclave of humans descended from those trapped by the portal.

    To ensure Darque’s release and their subsequent return (since Darque hopes to repair the portal with a mystic gem the party has brought to him), Peladus and his companions have to raid the settlement of a group of hostile humanoids and retrieve an artefact which has been stolen by their leader, a druid named Balthazar. This artefact, a crown that enables the Havenites to command undead to serve, is in the party’s possession. Now to return to Haven, and face the final foe!

    ------

    Balthazar has been defeated! Darque, his uncle the Hunter, and all the Havenites have been rescued. The party’s returned to Orussus safely and Peladus is eagerly considering Darque’s offer of scrolls of new spells. After that, who knows? But surely some celebrations are in order!

    ------

    While enjoying a well-earned rest, and a glass of wine or two with the lovely Periwinkle, Peladus is intrigued by a curious incident in the Red Dragon Inn. Leaving Peri, with an admonition to be good, he joins a group of other adventurers to see what awaits him outside the Inn.

    Record of funds
    Code:
    Brought forward (from character creation)                     54.90 gp
    Advance for The Darque Portal (PM from Phoenix8008)          100.00 gp
    Purchased Scrolls:  Disrupt Undead (x4)                     - 50.00 gp
                        Mage Armor (x2)                         - 50.00 gp
                        Magic Missile                           - 25.00 gp
                        Sleep                                   - 25.00 gp
    The Darque Portal   Share of loot from choker                  5.60 gp
    The Darque Portal   Share of loot from goblins                 0.90 gp
    The Darque Portal   Share of loot from guard room*             3.50 gp
    The Darque Portal   Share of loot from Brax**                 50.00 gp
    *2 50 gp gems to be sold and proceeds shared
    ** plus 20 gp amethyst
    
    Total:                                                        64.90 gp
    Equipment
    Used scroll of Magic Missile against choker
    Used 4 crossbow bolts in encounter with goblins (23 left)
    Recovered 2 crossbow bolts (thought it was 3 when rolling on IC but found that I’d forgotten P’s second successful hit, which means only 2 bolts to recover) (25 left)
    Used scroll of Mage Armor before entering cave
    Used 5 crossbow bolts in guardroom fight (20 left)
    Recovered 1 out of 3 crossbow bolts (21 left)
    Used 1 piece of parchment to copy map for prisoners
    Used 3 crossbow bolts vs Brax (none recovered - 18 left)
    Treasure Log
    Given 2 potions of Cure Light Wounds by Verminar before embarking on The Darque Portal
    Looted 1 small morningstar from goblins
    Given a Cloak of Resistance +1 by the Captain of Haven
    XP Awards
    Code:
    The Darque Portal   Choker, and role play                       220 XP
    The Darque Portal   Series of traps                             100 XP
    The Darque Portal   5 Goblins                                   125 XP
    The Darque Portal   3 Goblins & 1 Hobgblin                      150 XP
    The Darque Portal   Bugbear                                     200 XP
    The Darque Portal   Time award                                  525 XP
    
    Total                                                          1320 XP
    Today’s Spells
    Level 1 archive
    Code:
    Name:           Peladus Bralc
    Class:          Wizard 1
    Race:           Human
    Size:           Medium
    Gender:         Male
    Alignment:      Chaotic Good
    Deity:          Antonidas of Drevin
    
    Str: 10  +0(02) Level:  1      XP:          1395/1000
    Dex: 14  +2(06) BAB:    +0     HP:          6/6
    Con: 14  +2(06) Grapple:+0     Dmg Red:     nil
    Int: 16  +3(10) Speed:  30'    Spell Res:   nil
    Wis: 10  +0(02) Init:   +2     Spell Save:  13 + spell level
    Cha: 12  +1(04) ACP:    -0     Spell Fail:  0
    
             Base   Armor   Shld   Dex   Size   Nat   Misc   Total
    Armor:   10     +0      +0     +2    +0     +0    +0     12
    Touch:   12     Flatfooted:    10
    
    Saves:   Base   Mod     Misc   Total
    Fort:    +0     +2      +1*    +3
    Ref:     +0     +2      +1*    +3
    Will:    +2     +0      +1*    +3
    * From Cloak of Resistance +1
    
    Weapon          Attack  Damage       Critical
    Crossbow, light +2*     1d8          19-20/x2
    Quarterstaff    +0      1d6          x2
    * +1/+1 attack/damage within 30 feet
    
    Languages:      Auran
                    Common
                    Draconic
                    Goblin
    
    Abilities:      Favored class: any
                    Spellcasting
                    Summon Familiar
    
    Feats:          Point Blank Shot (character level 1)
                    Scribe Scroll (wizard level 1)
                    Skill Focus (Concentration) (human bonus feat)
    
    Skill Points: 24        Max Ranks: 4/2.0
    Skills                  Ranks   Mod  Misc  Total  Attribute  Notes
    Concentration           +4      +2   +3    +9     Con        Skill Focus
    Craft (Alchemy)         +4      +3   +0    +7     Int
    Decipher Script         +1      +3   +0    +4     Int
    Disable Device          +1.0    +3   +0    +4     Int
    Knowledge(Arcana)       +4      +3   +0    +7     Int
    Knowledge(Planes)       +1      +3   +0    +4     Int
    Open Lock               +1.0    +2   +0    +3     Dex
    Perform (String)        +1.0    +1   +0    +2     Cha
    Spellcraft              +4      +3   +0    +7     Int
    
    Craft Points:
    Level 1                 150
    Scribe Scroll           500
                            ===
    Total                   650
    
    Equipment:                           Cost      Weight
    Backpack                             2.00 gp   2 lb
    Bolts, crossbow, 18*                 2.00 gp   2.1 lb
    Cloak**                              -         -
    Cloak of Resistance +1***            -         1 lb
    Crossbow, light*                     -         4 lb
    Explorer’s outfit                    -         -
    Flint & steel                        1.00 gp   -
    Gem, amethyst (20 gp)                -         -
    Ink (1 oz. vial)                     8.00 gp   -
    Inkpen                               0.10 gp   -
    Morningstar, small                   -    gp   3 lb
    Musical instrument, common (viola)   5.00 gp   3 lb
    Parchment, sheet (x4)                1.00 gp   -
    Potion, Cure Light Wounds (x2)       -         -
    Quarterstaff                         -         4 lb
    Rations, trail (per day) (x2)        1.00 gp   2 lb
    Rope, silk (50 ft)                  10.00 gp   5 lb
    Scroll, Disrupt Undead (x4)         50.00 gp   -
    Scroll, Mage Armor                  50.00 gp   -
    Scroll, Sleep                       25.00 gp   -
    Spell component pouch                5.00 gp   2 lb
    Spellbook, wizard’s                  -         3 lb
    Tools, thieves'                     30.00 gp   1 lb
                                        ========   ====
                                        95.10 gp   32.1 lb
    Money: 63gp 19sp  0cp
    * Crossbow & 7 bolts a  gift from Ashnar
    ** Cloak from his original outfit: dark blue, embroidered with gold thread, golden sunbursts and silver stars.
    *** See Treasure Log.
    
    Total Weight:   32.1 lb (light load)
    
                    Light   Med    Heavy       Lift  Push
    Max Weight:     0-33    34-66  67-100      200   500
    
    Spells per day: 3/2
    
    Spells known:
    Cantrips:
    All
    
    Level 1:
    Animate Rope
    Burning Hands
    Identify
    Mage Armor
    Ray of Enfeeblement
    Shield
    
    
    Spells typically prepared:
    Cantrips:
    Detect Magic
    Light
    Read Magic
    
    Level 1:
    Burning Hands
    Ray of Enfeeblement
    
    Age: 24
    Height: 5'11"
    Weight: 148lb
    Eyes: blue
    Hair: blonde
    Skin: tanned
    Last edited by Boddynock; Saturday, 26th June, 2010 at 12:10 PM. Reason: Level up
    ..

    _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

    "Run, my pretty little chunks of XP, run!" (Belkar, OOTS 115)

    My characters: Father Eusebius; Peladus Bralc; Ragnok Drakeforge; Tarag of Clan Durvinn

  • #348

    Waiting review

    Code:
    Name: Iago Glumfellow
    Class: Cleric
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: LN
    Deity: Zephos
    
    Str: 12 +1 (XXp.)     Level: 1        XP: 000
    Dex: 14 +2 (XXp.)     BAB: +0         HP: 10 (1d8+2)
    Con: 14 +2 (XXp.)     Grapple: -3     Dmg Red: 0/0
    Int: 12 +1 (XXp.)     Speed: 20'      Spell Res: 0
    Wis: 14 +2 (XXp.)     Init: +2        Spell Save: +0
    Cha: 12 +1 (XXp.)     ACP: -0         Spell Fail: NA
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +2    +0    +2    +1    +0    +0    15
    Touch: 13              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2    +1     +5
    Ref:                       0    +2    +1     +3
    Will:                      2    +2    +1     +5
    
    Weapon                  Attack   Damage     Critical
    Death Shepherd's Staff        +2     1d6+1     x2
    (above is 2H sickle, holy item)                   
    
    Languages: Common, Halfling, Abyssal
    
    Abilities: Death DOmain- Death Touch 1/day, Protection Domain- Ward 1/day, +1 saves, thrown weapons, +2 vs fear
    
    Feats: Extra Turning
    
    Skill Points: 12       Max Ranks: X/X
    Skills                   Ranks  Mod  Misc  Total
    Diplomacy                     2    +1          +3
    Heal                          2    +2          +4
    Spellcraft                    2    +2          +4
    Handle Animal                 1    +1          +2
    Knowledge Religion (Zephos)   2    +1          +3
    Profession (Herdsman)	      2    +2          +4
    
    Equipment:               Cost  Weight
    Leather Armor            10gp   15lb
    Death Shepherd's Staff   12gp   4lb
    Peasant's Vestments      1gp    0.5lb
    Clerical Robe            5gp    6lb
    Funeral Rites Kit        ?gp   ?lb
    Holy Water               25gp   1lb
    Guard Dog w Pack         30gp
    (Black Hound)
    
    Total Weight:XXlb      Money: 13gp 0sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               32   65   97   97   194
    
    Age: 22
    Height: 3'2"
    Weight: 44lb
    Eyes: gray
    Hair: black
    Skin: pale
    Appearance: Iago wears dark clothing, dark boots, dark armor, all shades of dark gray or black.
    His hair is unkept, and he always has bags under his wide gray eyes giving the appearance that he is
    haunted or seeing things not meant to be seen by mortal eyes. His skin is pale, and although he is of
    stout build, he tends to slouch. He wears simple garments unless performing funeral rites.

    Background: The Glumfellows are a long line of halflings that have ritually worshipped Zephos. They have served
    as undertakers and performed the last rites for generations of halflings. They are also quite wealthy goat herders, although
    all their profits go towards their church leaving the family itself little better off than an average peasant. Iago
    has taken to traveling as part of his elevation from initiate of Zephos to a full blown cleric.
    "He who has a why to live for can bear almost any how."
    -- Friederich Nietzsche, German philosopher

  • #349

    Mmlsis "Lily" - Approved!

    Code:
    Name: Mmlsis “Lily”
    Class: Wizard
    Race: Kobold
    Size: Small
    Gender: Female
    Alignment: Lawful Evil
    Deity: Gliran
    
     Str: 8 -1 (4p.)     Level: 1        XP: 0
    Dex: 16 +3 (6p.)     BAB: +0         HP: 4 (1d4+0)
    Con: 10 +0 (4p.)     Grapple: -5     Dmg Red: -
    Int: 16 +3 (10p.)     Speed: 30'      Spell Res: -
    Wis: 12 +1 (4p.)     Init: +3        Spell Save: 13 + Lvl
    Cha: 10 +0 (2p.)     ACP: -0         Spell Fail: 0%
    (Kobolds have -4 Str, +2 Dex, -2 Con racial mods)
    
           Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:   10   +0    +0     +3   +1     +1    +0    15
    Touch: 14              Flatfooted: 12
    (Kobolds start with +1 Natural Armor)
    
                     Base   Mod  Misc  Total
    Fort:             0      +0    +2     +2
    Ref:              0      +3    +0     +3
    Will:             2      +1    +0     +3
    (Rat Familiar provides +2 Fort)
    
    Weapon                  Attack   Damage     Critical
    Dagger                    +0      1d3-1            19-20/x2
    Sling                     +4      1d3-1            20/x2
    (Small creatures have +1 to hit)
    
    Languages: Draconic, Common, Undercommon
    (Kobolds start with Draconic, and only have 2 bonus languages, so one less 
    than supposed to be)
    
    Abilities: Summon Familiar, Darkvision 60ft, Light Sensitivity 
    (Dazed when in bright light)
    
    Feats: Scribe Scroll, Eschew Materials, (Gains Alertness if Squeaks 
    is nearby)
    
    Skill Points: 20       Max Ranks: 4/2
    Skills                   		Ranks  Mod  Misc  Total
    Concentration (Con)                       2   +0     +0     2
    Craft (Trapmaking) (Int)                  3   +3     +2     8 
    Hide (Dex) (cc)                           0   +3     +4    7
    Know (Arcana) (Int) 		          3   +3     +0    6
    Know (The Planes) (Int) 	          3   +3     +0    6
    Know (Religion) (Int)                     3   +3     +0     6 
    Listen (Wis) (cc)                         0   +1     +0*   1*
    Search(Int)(cc) 		         1.0  +3     +2     6
    Sense Motive (Wis) (cc)                   0    +1    +0     1
    Spellcraft (Int) 		         4    +3     +0     7 
    Spot (Wis) (cc)       	                  0   +1     +0*   1
    (* +2 if Squeaks is within arm’s reach)
    
    Equipment:               Cost  Weight
    Dagger                    2gp   .5 lb   *
    Sling                    free   0 lb  
    Bullets (10)              1sp   2.5 lb  *
    Traveler’s Clothing       0gp   0lb
    Backpack                  2gp    .5 lb **
    -Bedroll                  1sp    1.25 lb **           
    -Candles (10)             1sp    0 lb  
    -Inkpen                   1sp    0 lb            
    -Spellbook               free   3 lb
    * These items weigh half for small characters
    ** These items weigh ¼ for small characters
    Total Weight:7.75 lb      Money: 15gp 6sp 0cp
    
                       Lgt   Med   Hvy  Lift  Push
    Max Weight:        19.5  39.75  60   120   300
    
    
    Spells Known
    Spell Save DC: 13 + spell level 0th All in PHB 1st Mage Armor Sleep Feather Fall Magic Missle Charm Person Cause Fear
    Age: 15 Height: 2' 3" Weight: 37lb Eyes: Red Scales: Reddish Brown Familiar: Squeaks Tiny Magical Beast Hit Dice: 1d8 (2 hp) (½ Master’s HP) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 15 (+2 size, +2 Dex, +1 NA), touch 14, flat-footed 13 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent, Improved evasion, share spells, Empathic link Saves: Fort +2, Ref +4, Will +3 Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10 Feats: Weapon Finesse Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Appearance and Personality: Mmlsis is a small kobold female with reddish brown scales and small patches of green scales on her face (equivalent to freckles). She has bright red eyes and an inquisitive countenance. She forgets to take care of her clothing, so it’s dirtier and more threadbare than you would normally expect.

    Mmlsis is timid in large groups of new people, as she hasn’t yet been treated well. She tries to stick up for herself and other people she feels to be downtrodden, although frequently that just gets her in more trouble. She would do whatever she felt needed to get revenge on someone who has hurt her.

    Background: Mmlsis hails from the Broken Claw tribe of kobolds. For whatever reason (she has never elaborated), she left to find someone to teach her magic. She traveled far to find a teacher and although she showed some natural talent, she was lucky when she would escape from an interview with little more than a bruised ego or a few kicks. Eventually, she made her way to the Academy but was turned down before she could make it through the door.

    Disenheartened, she turned away from the Academy and was about to set off home, when she was hailed by a passing stranger. Apparently, he had overheard her rejection from the Academy, and was traveling in that direction to find a new apprentice. Since she was rejected from there, she should be happy to find a mentor to teach her who only wanted a few years of service for payment. After all, he was happy to bring a halfling woman into the society of mages, even if others weren’t.

    Of course, Ridman Dumblemist was almost entirely blind and thus didn’t see that she was in fact a kobold. Finding her name tough to pronounce, he nick named her “Lily”. Later, he would theorize that her rough skin was from some sort of skin disease.

    And thus, Mmlsis was introduced to one of the few people who didn’t judge her immediately upon viewing her. She spent the next few years doing chores for Ridman until he deemed her ready to begin learning spells, which she quickly picked up.

    Ridman then took her to the Red Dragon Inn, where he said she would learn more about the people in the world. After learning more, she could return to him to discuss what she has learned.
    Spells Prepared
    Spell Save DC: 13 + spell level

    0th (3 per day)
    Acid Splash
    Mage Hand
    Mend

    1st (1+1 per day)
    Sleep
    Cause Fear
    Experiance
    Quick Talking: 100 xp
    The Spugnelli Brothers: 150 xp
    Time XP: 150 xp
    Total: 400 xp
    Last edited by thegreyman; Wednesday, 4th June, 2008 at 12:19 PM.

  • #350
    Code:
    Name: Mordred D'Loessian
    Class: Wizard 1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Lawful Evil
    Deity: None
    
    Str:8      Level: 1        XP: 0
    Dex: 14      BAB: +0         HP: 6
    
    (XdX+XX)
    Con: 14     Grapple: -1Dmg Red: -
    Int: 18     Speed: 30'      Spell Res: -
    Wis: 10    Init: +2        Spell Save: ?
    Cha: 08    ACP: 0         Spell Fail:  0
    
    
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  
    
    Total
    Armor:   10    +0   +0    +2    +0    +0    +0    12
    Touch: 12              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:               0     2    +0          +2
    Ref:                0     2    +0          +2
    Will:               2    0    +0          +2
    
    Weapon                  Attack   Damage     Critical
    light xbow		+2	1d8	20*3
    Quarterstaff	-1	1d6-1	20*2
    Languages: Common, Elven, Draconic, Dwarven, 
    
    Infernal
    
    Abilities: Summon Familiar
    
    Feats: Scribe scroll, Skill Focus Knowledge Arcana, 
    
    Spell Focus: Necromancy
    
    Skill Points: XX       Max Ranks: X/X
    Skills                   		Ranks  Mod  Misc  Total
    1 Spellcraft		4	4	8
    2 Concentration		4	2	6
    3 Knowledge (Arcana)	4	4     3	11	
    4 Knowledge (Religion)	4	4	8
    5 Knowledge (The Planes)	4	4	8
    6 Knowledge (Nature)		4	4	8
    Equipment:               Cost  Weight
    Light Xbow	35 gp	9 lb
    
    Total Weight:XXlb      Money: 85gp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:           
    Age: 21
    Height: 5'09"
    Weight: 145lb
    Eyes: blue
    Hair: black
    Skin: white
    Appearance: This man gives off an aura of

    competentcy, his blue eyes fixing on you for a moment before

    turning away.

    Background: Mordred D'Loessian was the second of

    three children. His family are minor nobles with holdings in a

    textile company that supplies several human cities. As such,

    they were moderately well off and could afford to send

    Mordred to mage college. Despite this, Mordred sees his

    family as somewhat worthless due to them mostly living off

    the fat of the previous generations of D'Loessian success. After

    he could cast his first real spells, he cut himself off from his

    family and vowed to make it on his own, though he still

    posesses a tepid relationship with his parents and sister.

    Spellbook:
    Spellbook:
    1 Silent Image
    2 Mage Armor
    3 Shield
    4 Identify
    5 Sleep
    6 Prot from evil
    7 Endure Elements

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