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  1. #41
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    ø Ignore Erekose13

    ao'Thuir of the Ghost Tribe, male Wood Elf Barbarian 4 - RETIRED

    RETIRED
    Code:
    Name: ao'Thuir of the Ghost Tribe 
    Class: Barbarian, Bear Totem
    Race: Wood Elf
    Size: Medium 
    Gender: Male
    Alignment: Chaotic Good
    Deity: Grendath
    
    Str: 21 +5 (16p. +2elf, +1lvl)	Level: 4	XP: 6,559
    Dex: 12 +1 (4p.)		BAB: +4		HP: 46 (4d12+7) 
    Con: 12 +1 (4p.)		Grapple: +13	Dmg Red: --/-- 
    Int: 8 -1 (2p. -2 race)		Speed: 30'	Spell Res: - 
    Wis: 12 +1  (4p.)		Init: +1	Spell Save: - 
    Cha: 8 -1 (0p.)			ACP: -2		Spell Fail: -% 
    
    	Base	Dex	Armor	Total 
    Armor:	10	+1	+4	15 
    Touch:	10	+1		11 
    Flat:	10		+4	14
    
    	Base	Mod	Misc	Total 
    Fort:	4	+1	+2	+7
    Ref:	1	+1		+2
    Will:	1	+1		+2
    
    Weapon		Attack	Damage	Critical	Range 
    MW Greatsword	+10	2d6+7	19-20x2
    Javelin (2)	+5	1d6+5	x2		30ft.
    Light Xbow (20)	+5	1d8	19-20/x2		80ft.
    
    Languages: Common, Elf 
    
    Racial Abilities: Immunity to sleep spells and effects, +2 racial saving
    throw bonus against enchantment spells or effects. Low-light vision. Weapon
    Proficiency. Merely passing within 5 feet of a secret or concealed door 
    entitles him to a Search check to notice it as if he were actively looking 
    for it.
    
    Class Abilities: Rage lasts 6rd 2/day.  
    
    Feats: Power Attack, Reckless Offense, Toughness, Improved Grapple, 
    Great Fortitude
    
    Skill Points: 21 Max Ranks: 7/3.5 
    
    Skills			Ranks	Mod	Misc	Total
    Listen			6	+1	+2	+9 
    Search			0	-1	+2	+1
    Spot			0	+1	+2	+3
    Survival		7	+1	+0	+8
    Swim			6	+5	-4	+7
    Literate		2	-	-	-
    
    Equipment:		Cost	Weight 
    -Traveler's Outfit	-gp	5lbs 
    -Backpack		2gp	2lbs 
    -Winter Blanket		5sp	3lbs
    -Masterwork Greatsword		280gp	8lbs 
    -Flint and Steel	1gp	0.1lbs
    -Javelin (2)		2gp	4lbs
    -Chain Shirt		100gp	25lbs
    -Waterskin		1gp	4lbs
    -Whetstone		2cp	1lb 
    -Light Crossbow		35gp	4lb
    -20 bolts		2gp	2lb  
    Total Weight:			61lbs 
    
    Money: 48gp 6sp 2cp 
    
    		Lgt	Med	Hvy	Lift	Push 
    Max Weight:	133	266	400	800	2000 
    
    Age: 124
    Height: 5' 
    Weight: 109lbs 
    Eyes: Green
    Hair: Long curly coppery red
    Skin: Tanned
    Background
    Appearance: ao'Thuir has long unkept coppery-red hair that he keeps held in a loose
    ponytail to keep it out of his face. He is slender but very well defined. He has
    a black tattoo on his left sholder that has been obscured by a self-inflicted scar
    of a circular swirl radiating outward. He carries his greatsword on his back easily
    accessible over his left sholder. His javelins jut from their case over his left
    sholder. His chainmail is a recent purchase and looks very new.

    Background: ao'Thuir used to belong to the Bear tribe of wood elves far to the north.
    His tribe was wiped out in a war with orcs. He left the north, an exile, wandering
    south as a vagabond and sellsword. He has been trying to find meaning to his life
    ever since. He names himself a member of the Ghost Tribe, a term for all warriors
    of his people who have no tribe to call their own any more. He arrived recently at
    the Red Dragon Inn after his latest stint as a mercenary. He has just purchased a
    new chain shirt with the money he made from that job.

    Personality: A gruff, depressed individual, ao'Thuir is upbeat if suicidal, but he
    is trying to improve his outlook. He wanders aimlessly signing on for any job that might
    involve some risk to his life. He is quite reckless in combat, charging in and unleashing
    his pent up rage. He rarely ends his rage prior to exhaustion, prefering to let it seeth.
    Recent relationships that have developed with the crew of the Gazelle have made ao'Thuir
    come out of his shell. He is more interested in talking and getting to know people
    know, though in combat he is still reckless as ever.


    XP Log


    GP Log
    +125gp-79gp+2gp+37gp=85gp + light crossbow and 20 bolts. on the Hunt for the Cirya de Pietro.
    +214.15gp=214.15gp. on Curse of House Thimbrall.
    -255gp for MW greatsword from Juliana.


    Edit Log
    Level 3 = +1 Bab, Ref, Will; +10hp; Reckless Offense; 3 skill points;
    Level 4 = +1Str, +1 Bab, Fort, +13hp; 3 skill points;
    Note: changed regular barbarian for Bear Totem Barbarian at 4th level. Removed: fast movement, uncanny dodge, trap sense. Added: toughness, improved grapple, great fortitude.


    Notes
    Stats when Raging:

    Str: 24
    Con: 16
    Ac: 13 (11 when charging)
    Hp: 54
    Will: +4
    Melee: +12, 2d6+10 (+14 when charging)

    Stats with full Power Attack and Reckless Offense:

    AC: 11 (9 when charging)
    Melee: +8, 2d6+15 (+10 when charging)

    Stats when going all out:

    Str: 24
    Con: 16
    Ac: 9 (7 when charging)
    Hp: 54
    Will: +4
    Melee: +10, 2d6+18 (+12 when charging)
    Last edited by Erekose13; Thursday, 12th April, 2007 at 05:45 PM.

 

  • #42
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    Novice (Lvl 1)



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    ø Ignore Justinian
    Code:
    Name: Corbin
    Class: Cleric
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: LN
    Deity: None
     
    Str: 12 +1 (4p.)	Level: 1	XP: 0000
    Dex: 12 +1 (4p.)	BAB: +0		HP: 9 (1d8+1)
    Con: 12 +1 (4p.)	Grapple: +1	Dmg Red: --/--
    Int: 10 +0 (2p.)	Speed: 20'	Spell Res: --
    Wis: 18 +4 (16p.)	Init: +5	Spell Save: -
    Cha: 8 -1 (0p.)		ACP: -3		Spell Fail: 0%
     
    		Base	Armor	Dex	Misc	Total
    Armor:		10	+3	+1		14
    Touch:		10		+1		11
    Flatfooted:	10	+3			13
     
    	Base	Mod	Misc	Total
    Fort:	2	+1		+3
    Ref:	0	+1		+1
    Will:	2	+4		+6
     
    Weapon		Attack	Damage	Critical
    Longsword	+2	1d8+1	19-20/x2
     
    Languages: Common
     
    Abilities: Domains: Law and War (longsword), turn undead
     
    Feats: Improved Initiative, Spell Focus (Evocation)
     
    Skill Points: 12	Max Ranks: 4/2
    Skills			Ranks	Mod	Misc	Total
    Concentration		4	+1		+5
    Knowledge (religion)	4	+0		+4
    Spellcraft		4	+0		+4
     
    Equipment:		Cost	Weight
    Peasant's outfit	-gp	-lb
    Studded leather		25gp	20lb
    Longsword		15gp	4lb
    Backpack		2gp	2lb
    -Bedroll		1sp	5lb
    -Flint/steel		1gp	-lb
    -10 pitons		1gp	5lb
    -Silk rope (100 ft.)	20gp	10lb
    -Trail rations (7)	35sp	7lb
    -Waterskin (2)		2gp	8lb
    -7 sunrods		14gp	7lb
    			83.6gp	68lb
     
    Total Weight: 68lb/86lb (Medium load)
    Money: 116gp 4sp 0cp
     
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	43	 86	130	130	650
     
    Age: 30
    Height: 6'6"
    Weight: 160lb
    Eyes: Black
    Hair: Black
    Skin: White

    Appearance: Corbin is an unusually tall and thin man, but it is his aggressive nature that draws stares. Corbin believes in the principle of absolute justice and equality, and this colors his every action. His intense faith in this concept has expressed itself in clerical abilities, and Corbin excercises these abilities as he does everything else: with thoughtful consideration followed by singleminded action. Corbin does not discount the ideas or beliefs of others, but realizes that he follows the truth. Corbin is perfectly willing to follow another person, as long as his beliefs are not violated. Corbin always wears a longsword strapped to his back, but only uses it to execute those who deserve it.

    Background: Corbin grew up in a village much like any other, and his childhood was also fairly normal. When his father apprenticed him to a trader, Corbin began to experience the world for the first time. As he watched the trader cheat some people and grovel to others, Corbin realized that this was unjust, and developed his first notions of a principle of justice. After only a year, Corbin abandoned his apprenticeship, his family, and his home to pursue knowledge. He visited many temples over the next dozen years, studying at each one in hope of finding a god that valued justice above all, but never found one. In his 26th year, Corbin was assaulted in an alleyway, and his clerical powers manifested for the first time. Since then, he has begun seeking the god who granted him the power, and demonstrating justice to all he encounters. He has been a bounty hunter, a judge, a merchant, a city guard, and many other jobs. Corbin has not found his god yet, but knows that he is out there somewhere.
    Last edited by Justinian; Thursday, 9th October, 2003 at 07:32 PM.

  • #43
    Code:
    Name: Thale Duskblade
    Class: Cleric 1
    Race: Elf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: None
    
    Str: 14 +2           Level: 2         XP: 1080
    Dex: 16 +3           BAB: +1         HP: 12 (8+6-2)
    Con: 8 -1            Grapple: +2     Dmg Red: 0/-
    Int: 12 +1           Speed: 30'      Spell Res: 0
    Wis: 16 +3           Init: +3        Spell Save: +0
    Cha: 10 +0           ACP: -1         Spell Fail: 0%
    
               Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:       10    +4    +2    +3    +0    +0    +0     19
    Touch:       13              Flatfooted:  16
    
               Base   Mod  Misc  Total
    Fort:         3    -1          +2
    Ref:          0    +3          +2
    Will:         3    +3         +6
    
    Weapon                  Attack   Damage     Critical     Range
    Battle Axe              +4     1d8+2     20x3           N/A
    Light Crossbow          +4     1d8      19-20x2        N/A
    Dagger, Thrown          +4     1d4+2    19-20x2        10
    Dagger                  +3     1d4+2    19-20x2        N/A
    
    Languages: Common, Elven, Celestial
    
    Abilities: Aura [Chaos, Good], Turn Undead
    
    Feats: MWP: Battle Axe, Weapon Focus [Battle Axe], Spell Focus [Conjuration]
    
    Skill Points: 12       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Concentration       5        -1     0     4
    Perform [Wind]      2.5        0       0     2.5 
    Diplomacy           4         0      0      4 
    Spell Craft           1        1     0       2
    Spot                0         3      2      5
    Listen              0         3      2      5 
    
    Equipment:                      Quantity   Cost  Weight                            
    Chain Shirt
    Heavy Wooden Sheild                               
    Dagger                               
    Battle Axe                               
    Crossbow, Light
    Bolt                                20
    Backpack                                                                                             
    Holy Symbol                              
    Signet Ring                               
    Waterskin
    Rations                            5
    Sunrods                            5
    Pan Pipes
    +1 Bolts                           25
    
    
    
    Money:  23gp  5sp  0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              58   116   117   175  875
    
    Age: 138 Years
    Height: 5'2"
    Weight: 114lb
    Eyes: Green
    Hair: Brown
    Skin: Tanned
    Spells Per Day 4/3+1
    Domains: War - Free MWP and Weapon Focus in Battle Axe
    Luck - may Re-roll one roll per day

    Spells Prepared: 0- Cure Minor Wounds, Light, Detect Magic
    1- Bless [x1],Command[x1], Magic Weapon*

    Standing relitivley tall for an Elf, Thale looks, well, average. He looks like a normal Elf, if his choice of a Battle Axe over a Longsword is a little odd. His
    Axe's hilt, his signet ring, and his holy symbol all are emblazoned with a sword resting atop a setting sun. His armor is kept shining, and his single headed axe is kept sharp.

    From an early age, Thale trained in the martial aspects of life. His skill with arms was decent, but not anything extraodrinary. One day however, while he was meditating, he discovered that he could channel divine energey, even though he paid homage to no god. He has been wandering for quite a few years, and plans on winning more glory in the future.

    A laidback guy, Thale tries to be as excepting as possible. He wont judge people based soley on their position on the morale compass, but if someone tries to hurt him, he will glady respond in kind. He will jump at the possibility of a quest, and will gladly help others if he feels they deserve it.
    Last edited by WhatKu; Friday, 14th November, 2003 at 11:38 PM. Reason: Added XP

  • #44
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    Acolyte (Lvl 2)

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    ø Ignore Manzanita

    Persephone

    Code:
    Name: Percy  (Esmerelda Persphone Jara)
    Class: Sorcerer 7/Paragon  3
    Race: Human
    Size: Medium
    Gender: Female
    Alignment: CG
    Deity: 
    Craft Points: 6500
     
    Str: 10 +0 (2p.) Level: 10...... XP: 50,049(55,000 for next)
    Dex: 14 +2 (6p.) BAB: +5....... HP: 60 (7d4+3d8+20)
    Con: 14 +2 (6p.) Grapple: +5... Dmg Red:
    Int: 10 +0 (2p.) Speed: 30'.....Spell Res: 
    Wis: 12 +1 (4p.) Init: +6...... Spell Save: 
    Cha: 23(21) +7 (10p.+1@4th level+1@8th level+2 for Paragon+2 for amulet+1 for tomb of leadership & influence) 
     
    ...............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:     3 ....+2 ....+1.....+6  (cloak of resistance +1)
    Ref:      3 ....+2  ...+1.....+6
    Will:     8 ... +1  ...+1.....+10
     
    Weapon Attack Damage Critical
    rapier........ +5.....1d6+0... 18-20 x2
    dagger ....... +5 ....1d4+0.... 19/20 x2
    MW light crossbow +8 ....1d8+0...........19/20 x2
     
    Languages: Common, gnome
     
    Abilities: Summon familiar
    Adaptive Learning (Speak Languages will always be considered a class skill)
    Paragon class skills: bluff, concentration, diplomacy, disguise, perform, intimidate,
    knowledge(nobility & royalty), speak languages, spellcraft, spot
    Proficiency with light armor, simple weapons, and one martial weapon (rapier)
    
    Feats: Improved initiative(1st), eschew materials(human bonus), Silent Spell(3rd), Empower Spell(6th), Arcane Awareness (shocking grasp)(paragon bonus), Arcane Tap(makes her effective Sorcerer level = to her class level)
     
    Skill Points: 45 Max Ranks: 13/6.5
    Skills Ranks Mod Misc Total
    Bluff          .5..... +6...+0.....  +11
    Concentration ..13 .... +2...+0..... +15
    Disguise .......0..... +6.. +0.....   +6 (+2 syn-Bluff for acting in character)
    Craft(alchemy). 5 .....+0...+0.....   +5
    Diplomacy.......3......+6..+2......+11 (incl +2 syn-Bluff)
    Knowledge(royalty & nobility).1..+0..+0..+1
    Knowledge(geography)(cc).........1...+0..+0..+1
    Knowledge(arcana)..1..+0..+0....    +1
    Perform(dance). 1.....+6...+0.....  +7
    Speak Language (gnome)...1
    Spellcraft..... 13..... +0...+0.....+13
     
    Equipment carried: Cost Weight
    
    MW light crossbow - 4lbs
    10 bolts, quiver --- 1lb
    10 cold iron bolts, quiver - 1 lb 
    travelers clothes 0 0 (doesn't count towards encumberance)
    signal whistle (around neck) 8sp 0
    Hat of Disguise (on head as a bow) weight included in outfit
    Acrobat rod 5 pounds
    amulet of Charisma +2 no weight
    cloak of resistance +1 weight included in outfit - simple grey wool
    Handy Haversack (on back) 5 lbs
    []Decanter of endless water -would be 4 lbs
    []Scroll case w/scrolls of Haste and Fireball(5th level)* .5 lb
    []1 flask holy water 1 lb
    []1 potion of Cure moderate wounds. 0.1 lb
    []1 flask alchemist fire 1 lb
    []everburning torch 1 lb
    
    rapier 20gp 2lb
    
    On horse:
    longspear 9 lbs
    morningstar 6 lbs
    10 silvered bolts, quiver - 1 lb
    In saddlebags:
     -7 days trail rations 1.5 7lb
     -extra clothes 1 5
     -soap 25cp .5lb
     -10 bolts 1 lb
     -dagger 1 lb
    
     
    Total Weight:18 lbs carried 
     
    Lgt Med Hvy Lift Push
    Max Weight: 33 66 100 200 500
    
    White Palfry(light riding horse) named Gwendolyn, taken from bandits outside the faerie
    woods.  Gwendolyn comes equiped with bit, bridle, saddle, and saddlebags.
    
    *scrolls have been deciphered.
    
    Age: 18
    Height: 5'4"
    Weight: 105lb
    Eyes: blue
    Hair: auburn
    Skin: pale
    Spells known (8/5+1/4/3/2)(6/6+2/6+2/6+1/4+1 per day) Acid Splash(verbal: "Burn", somatic: hand whips at wrist) daze(verbal: "Hey", somatic: hand raised, palm forward) Save DC 16, detect magic(v: "Hmmmm" s: index fingers on temples), [COLOR=Cyan], light(v: "Light", s: none), mending (v: "fixy fixy" s: wave hand slowly), mage hand(v: "Got ya", s: pointed finger), message (v: "whispered words", s: point to recipients), Prestidigitation(v: varies s:varies), Charm Person(v: "Hi!" s: smile) DC 17, Unseen Servent(v: "Garcon!" s: clap hands), mage armor, (v: "I am with you", s: touch), magic missile (v: "Purple Fire", s: pointed finger), Grease(v: "careful", s: point) Save DC 17, Shocking Grasp(v: "energy", s: touch), Glitterdust (v: "Pop!", s: open fingers quickly) Save DC 18, Invisibility (v: "Bye!", s: touch), Mirror Image (v: "Me!", s: clap), Summon Monster II (v: "Help", s: 'come' motion with fingers), Fireball(v: "Agh!", s: pointed finger) Save DC 18[/I], ]Fly(v: "Up!", s: lift arms)[/I], Major Image (v: "create!", s: wave fingers), Purple Tentacles (v: "Snag!", s: clench fist), Secure Shelter (v: "Home sweet home!", s: move in shape of house),

    *Due to her eschew materials feat, none of her spells requires a material component unless noted.*

    Familiar: Fridly, white owl
    stats:
    Spoiler:
    Code:
    Tiny Magical Beast
    Hit Dice: 9d4 (30 hp=half of Percy's HPs)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 21 (+2 size, +3 Dex, +2 natural +4 familiar), touch 19, flat-footed 18
    Base Attack/Grapple: +5/–6
    Attack: Talons +8 melee (1d4–3)
    Full Attack: Talons +8 melee (1d4–3)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Low-light vision
    Saves: Fort +3, Ref +8, Will +10
    Abilities: Str 4, Dex 17, Con 10, Int 9, Wis 14, Cha 4
    Skills: Listen +14, Move Silently +17, Spot +6(14 in shadowy illumination)*
    Feats: Alertness, Weapon FinesseB, improved evasion, emphatic link, share spells, deliver touch spells, speak with Master, speak with other owls
    The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
    
    Combat
    Owls swoop quietly down onto prey, attacking with their powerful talons.
    
    Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


    Description: Esmerelda now goes by her middle name, Persephone (pr. Per sef uh nee). She is stunningly attractive, with softly-curling strawberry blond hair cascading just past her shoulders. She’s taken great care to keep out of the sun to escape freckles and wrinkles; her skin is pale and fair. She has deep blue eyes. She stands 5 foot 4, and weighs 105 pounds. She took several plain dresses made of high-quality cotton, Linen or wool. She wears a simple grey cloak on top. She brought only one pair of rugged low leather boots, and constantly pines for her many fancy shoes left behind. She’s only 18, but carries herself with the regal self-confidence of an experienced adventurer, and former princess. She generally tries to hide her face in public, under her hood, both to avoid being taken advantage of, and for fear Medius and/or Philip is pursuing her.

    Items: Persephone wears brown leather boots, grey wool skirt & cloak, a pink cotton shirt, and a sturdy leather belt. She generally wears her backpack under her cloak, and keeps her hood up over her face. A dagger and rapier are sheathed on her belt at her hips. Her crossbow hangs off her backpack. Her signal whistle hangs around her neck on a fine silver chain. Her other gear in in her backpack. She wears a long leather glove on her left hand, upon which her owl, Fridly, sometimes perches. Fridly often rides on her left shoulder, although he has strict instructions not to poop on her clothes. Fridly is a small white hoot owl.

    Background
    Spoiler:

    Esmerelda Persephone Jara always knew she was special. As the granddaughter of Dorian Jara, King of Monemvassia, she can trace her bloodline back for several hundred years. Thus it came as no real surprise for her, or her family when she started displaying special abilities at a young age. Quickly identified as a sorcerer, her father’s wizard gave her enough tutoring to master several spells. She’s not the fist sorcerer to appear in her family. It is generally thought that her great great great great great grandfather, Nolan Jara was given a form of divine status when he killed the black dragon Asphetoon early in the conquest the coastal plains, just south of the Northern Mountains.

    When Dorian died, five years ago, he left the throne to his eldest son Crassus. Although Crassus was oldest, most people thought Jara would skip over him & pass the throne to his second son, Antoine. Antoine was the father of Esmerelda & her two brothers, Julian and Ajax. Crassus was violent and cruel, making himself very unpopular. More damning was that he no longer used the ancestral weapon, The Sword of Truth, in public. This sword, forged by dwarves and given to Nolan Northrup to aid in his battle against the dragon, was intelligent. It would glow yellow when a lie was told in its presence. This made it very useful for adjudicating disputes. Julian was convinced it wouldn’t work for Crassus due to his evil nature. Julian was always hot-tempered. He was the eldest, and a talented warrior. Ajax had been sick as a child, and was not suited for war. He worked as an accountant in the King’s treasury.

    Esmerelda spent her youth studying magic and learning the skills of the noble class. She clashed with her tutors constantly, hating being told what to do. She liked the wild, somewhat unpredictable nature of her magic. She liked to pick her own dresses regardless of the current style. She convinced her father to allow her to study alchemy. She liked to create potions with colorful and flashy effects. She had some training in weapons, enough to set her short spear against a charge & shoot her crossbow. She has no taste for menial labor, dirt or bugs. She’s quite curious about some dangerous things, such as dragons, but has little interest in fighting ugly, smelly monsters. (“There’s none of those orcy things where we’re going are there?”)

    Esmerelda’s world fell apart two months ago, when Crassus’ son Medius was accused of raping her cousin, Justine. Justine was Esmerelda’s mother’s niece. Crassus finally used the sword in a public hearing to investigate the matter. To the shock of most present, the sword glowed yellow during Justine’s testimony. Medius was declared innocent. Yet most present remembered the yellow glow to be different, more subtle & suffused in the days of Jara. Julian was convinced Antagra, Crassus’ court wizard had cast some sort of a light spell to get that effect.

    The next night, Esmerelda was awakened when her brother barged into her room. He was dressed in armor & traveling gear. “I have taken the sword that is rightfully mine. Don’t ask me how. I must go now. I will prove myself & return to liberate this land & take my rightful place as king. Lay low, darling sister. Stay out of trouble. I will return for you.” That was the last Esmerelda saw of Julian.

    But her troubles were just beginning. Crassus put her under house arrest & took possesion of her valuables. She dearly missed her jewels & gowns. She heard that Medius had left with a small band to find Julius, kill him and retrieve the sword.

    She felt threatened by the course guards who were constantly around her. One night Crassus came to her and said that she was to be married off to Prince Philip, a magician from the town of Three Rings, in exchange for political advantage. Completely unwilling to be wed to someone she didn’t love (or even like), she decided to flee. She gathered only what she could carry that would be useful as a traveler. Using her magic, she dazed a guard, and taking only what she could quickly gather, she climbed out her window & fled into the night. She refused to let any of her maids accompany her, as she could not vouch for their safety. She took only her owl, Fridly. She needed to find Julian, or at least collect enough money to live comfortably again. She maintains a low profile for fear Phillip or Medius is pursuing her.

    She wants to find others to adventure with and protect her as they gather wealth and she develops her magical talents. She figures she’ll have great stories to tell when she’s older & married to a wealthy prince in a great castle.


    Adventuring History:
    Spoiler:

    Percy was first hired to kidnap a fake princess, along with the merchant Rinaldo, and the Paladin Zoe. By kidnapping this fake princess, they were to aid in the hiding of the real princess, who was under threat. In this they were largely successful, fighting off several attempts to capture the faux princess. They also encountered several magical beasts which escaped from a zoo. One of these was a wyvern, which Percy still thinks was a Dragon. She obtained her magical rod and hat from the deceased zookeepers.

    Next she was hired by the Orussus town watch to investigate a wizard's tower and neutralize any threat it posed to the town. Again her party was successful in freeing the wizard, Rilithorn, after his experiments imprissoned him.

    Next, she and her companions offered their services to a dwarven jewler who's vault was robbed by what appears to have been a faerie redcap. She eventually tracked down the redcap with her companions Gorefoot, Nars, Ishmael and Rodimus. They killed it and were rewarded by the enigmatic Fey Lord. Percy made a deal with this Fey Lord to give him the necklace in return for safe passage through his forest and assistance locating the redcap. The Fey Lord kept his bargain, but did cause Percy to be 'Fey tainted' so that she could no longer eat the food of men. This effect was lifted upon return of the necklace, but had an odd effect on Percy, making her more human than ever. In their endeavers, they also made friens with Trimble, a weapon making wizard who lives near the Faerie Woods.

    Next Percy and her friends took employment with the Sage's Guild in Orussus, which hired them to investigate a mysterious tomb that had appeared in the area. They encountered strange undead, traps and gnolls.

    After consultation with her friends Nars & Gorefoot, they decided to travel to Gemhold and free Gorefoot's homeland from goblins. They succeeded after much travail, and Gorefoot elected to remain with his kin.

    PUBLIC: I've got lots of ideas about her brother Julian, his companions, and the power of his weapon. But they're too close to my PC for me to develop, so if any other DM wants to use Julian, feel free.

    Monemvassia politics is also private. Though I have lots of ideas about that as well, I've decided I won't include it much in the Monemvassia adventures I'm running. Largely because of the effects it might have on Persephone. None the less, it figures periphally into my adventures.

    If anyone wants to develop Philip or a pursuit of Persephone by her betrothed, or by her uncle, go ahead. Philip will be further fleshed out in my upcoming module, M3.


    NPCs of Note
    Spoiler:

    a work in progress
    'Princess' of Earling

    Novrne

    two unicorns in southern Silverwood

    Faerie King

    Rilithorn & Trimble

    Tharivian Atterwood


    Level up Notes:
    Spoiler:

    Second level add Sorcerer(2):
    Mage Hand
    1 rank each: bluff, concentration, alchemy

    Third Level add Sorcerer(3):
    Magic Missile
    3 ranks Spellcraft
    Feat: Silent Spell

    Fourth Level add Sorcerer(4):
    Invisibility
    Prestidigitaion
    3 ranks Spellcraft
    +1 Chr

    Level 5:
    Take level as Human Paragon(1)
    +2 Will save
    Skills: +3 ranks Concentration, 2 ranks Spellcraft
    Adaptive Learning (Speak Languages)
    Martial weapon proficiency (rapier)
    add: 1d8+2 = 8 hps

    Level 6:
    Paragon(2)
    Skill ranks(5): Concentration, Knowledge(arcana), Knowledge(Nobility & Royalty), Perform(dance), Spellcraft
    6th level feat: Empower spell
    Paragon bonus feat: Arcane Awareness (shocking grasp)
    Effective Sorcerer Level +1 (5th). Add spells Grease, Summon Monster II
    +1d8+2 HPs (8)
    +1 BAB
    +1 Will save

    Level 7:
    Paragon(3)
    Skill Ranks(5): concentration, spellcraft, diplomacy(3)
    Paragon ability bonus: +2 Charisma
    Effective Sorcerer Level +1 (6th). Add spells: message, fireball
    Exchange sleep for Color Spray
    +1d8+2 HPs (8)
    +1 BAB; +1 Fort; + 1 Ref

    Level 8:
    Sorcerer 5
    Skill Ranks: concentration, K (geo)(cc)
    +1 CHR
    +1d4+2 HPs(5)
    Effective Sorcerer Level 7
    Add spells: glitterdust, Fly

    Level 9:
    Sorcerer 6
    Skill ranks(3): concentration, spellcraft(2)
    +1 BAB, Fort, Will & Ref saves
    +1d4+2 HPs (5)
    Effective Sorcerer level 8
    Feat: arcane tap (increase effective sorcerer casting level by 1)
    Add spells: ghost sounds, Purple Tentacles
    Exchange spells: color spray for invisible servent

    Level 10
    Soecerer 7
    Skill ranks(3): speak language (gnome) (class skill per adaptive learning), concentration, spellcraft
    +1d4+2 HPs (5)
    Effective Sorcerer level 9
    Add spells (2nd, 3rd & 4th): mirror image, major image, secure shelter
    Used tomb of leadership & influence to increase Charisma by 1
    Familiar gains some abilities


    A Merry Chase
    01/17/04: 1500 exp 2nd Level!
    05/11/04: 917 exp:
    06/09/04: 600 exp 3rd Level!
    08/06/04: 1000 exp

    The Burning Tower
    12/14/04: 1053 XP

    The faerie woods
    05/10/05: 1,140 XP 4th Level!
    07/20/05: 2190 XP
    10/12/05: 2160 XP 5th Level!
    10/31/05: 225 XP:

    Tomb of Chaos
    03/08/06: : 2,456 XP (exact post lost)
    08/09/06: 4,491 XPs Level 6!
    12/22/06: 3,152 XPs for puzzle solving, combatting weird creatures & returning artifacts to sages.
    01/04/07: 300 XP for one DM Credit. Level 7!

    The Secret of Gemhold
    06/13/07: 3210 XP for time, drakes, fungus, slithering tracker etc.
    07/07/08: 12,730 XPs for huge battle at Gemhold. Level 8!
    07/07/08: 8,127 XPs Time spent in Gemhold - maxed at 44,999. Level 9!
    02/09/09: 5050 XPs for time spent & goblinoid battle. 10th Level!


    Coin
    333 gps as reward for A Merry Chase, split three ways.

    566 +500 gps for The Faerie Woods.
    2 gps - purchase of rapier
    250 1 wand of CLW 250 of 750 gps
    5 gps Long spear
    8 gps morningstar
    50 gps 2 vials of holy water
    40 gps 2 vials of alchemist fire
    21 gps 10 silvered bolts
    2 gps 4 days rations
    .1 gp 2 days horse feed
    For Tombs of Chaos: 6,209.93 gps, everburning torch & 1 alchemist fire
    Purchased +1 cloak of resistance for 850 gps from Nezrak (donated 50 craft points)
    Purchased +2 amulet of charisma for 3,400 gps from Nezrak (donated 200 craft points)
    Gained handy haversack, decanter of endless water & tomb of leadership & influence per last XP post of Gemhold.

    Money: 2,983 gp 0sp 8cp. All but 100 gps kept at Joe's.
    Last edited by Manzanita; Monday, 16th February, 2009 at 05:44 AM.

  • #45
    LEW Judge
    Novice (Lvl 1)

    nimisgod's Avatar

    Join Date
    Feb 2003
    Location
    South Jersey
    Posts
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    ø Ignore nimisgod

    Ishmael, Knight of the Wooden Sword

    Code:
    
    Ishmael of the Wooden Sword 
    Class: Paladin/Sorceror/Fighter/Dragon Disciple
    Race: Deep Halfling
    Size: Small
    Gender: Male
    Alignment: Lawful Good
    Deity: None
     
    Str: 15 +2 (10p.)	 Level: 2/1/2/1  XP: 20736
    Dex: 16 +3 (06p.)	 BAB: +4		 HP: 050 (4d10+1d4+1d12+6)
    Con: 12 +1 (04p.)	 Grapple: +2  	      Craft Pts: 1500
    Int: 12 +1 (04p.)	 Speed: 20'    	    Spell Res: --
    Wis: 08 -1 (00p.)	 Init: +3		Spell Save: +2
    Cha: 14 +2 (06p.)	 ACP: -0 or -2            Spell Fail: 10% or 25%
     
    	 Base Armr Shld Dex Size Nat Misc Total
    Armor:	 10   +5   +2   +3   +1   +1   +0   22 or 20
    Touch: 14			 Flatfooted: 18
     
    	 Base.........Mod.........Total
    Fort:....8............+1................+11     Halfling Luck, Divine Grace
    Ref:.....0............+3................+6     Halfling Luck, Divine Grace
    Will:....4............-1.................+6 or +8*    Halfling Luck, Divine Grace
    *Versus fear
    
    Weapon......................................Attack.......Damage..Critical
    Warhammer +1....................................+8..........1d06+3	 20x3
    Dart.........................................+9..........1d03+2	 20x2
    Kukri.......................................+7............1d03+2	 18-20x2
    Longsword................................+7.............1d6+1        19-20x2
    Lance$*......................................+8*.........1d06+2	 20x3
    *+1 from horseback, $ Reach Weapon 
    
    
    
    Languages: Common, Draconic, Halfling, Dwarven
     
    Abilities: 
    Deep Halfling Traits 
    -- Small Size. +1 bonus to Armor Class, +1 bonus on attack rolls, 
    +4 bonus on Hide checks, –4 penalty on bullrush, grapple, overrun and 
     trip rolls, lifting and carrying limits 3/4 those of Medium characters.
    -- Base Speed: 20 feet.
    -- Darkvision 60 feet.
    -- Favored Class: Rogue. 
    -- Halfling Weapon Skills. +1 to hit with Slings or Thrown Weapons
    -- Keen Ears. +2 Racial bonus to Listen Checks
    -- Halfling Luck. +1 racial bonus on all saving throws.
    -- Halfling Courage. +2 morale bonus on saving throws against fear. 
    -- Stonecunning. 
    -- Deep Halfling Craft skills. +2 racial bonus on Appraise checks and 
    Craft checks that are related to stone or metal. 
    
     
    Paladin Abilities 
    -- Aura of Good. Moderate (2)
    -- Divine Inquisition. Detect Evil  as Spell-Like ability (at will)
    -- Smite Evil. +2 to hit and +2 to damage (1/day) 
    -- Divine Grace. + CHA bonus (+2) to all saving throws
    -- Lay on Hands (4hp) 
    
    Sorceror Abilities 
    -- Arcane Spellcasting
    -- Spells Known: 4/2                Spells per Day: 5/4+1
    -- Cantrips: Arcane Mark, Detect Magic, Prestidigitation, Read Magic
    -- 1st Level: Swiftstrider (Expeditious Retreat), True Strike
    -- Summon Familiar 
    
    Fighter Abilities 
    -- Fighter Training: see feats 
    
    Dragon Disciple Abilities 
    -- Draconic Bloodline: Blue
    -- Natural Armor +1
    -- Bonus Spells (see spells per day)
    
    
    Feats: 
    -- Level 1: Power Attack
    -- Level 3: Dodge  
    -- Bonus Fighter Feat: Cleave 
    -- Bonus Fighter Feat: Mobility 
    -- Level 6: Spring Attack
    
    Skill Points: Pal:15 Sor: 3 Ftr: 6 Max Ranks: 8/4
    Skills			 Ranks Total
    Diplomacy		4	 +8	Sense Motive Synergy
    Handle Animal		1	 +3	
    Jump		      0          -4   Movement Penalty
    Knowledge (Arcana)	 8	 +9
    Listen			0	 +1         Racial Bonus
    Ride			1	 +4
    Sense Motive		5	 +4
    Spot	             1	 +0
    
     
    Equipment.............................Weight
    Wooden Heavy Shield...................5.0Lb
    +1 Mithral Mail Hauberk.................05 Lb
    Sling.................................---
     
    Belt
    Belt Pouch............................0.12Lb
    Warhammer +1......................2.5Lb
    Silver Longsword....................02Lb
    Cold Iron Kukri.......................01Lb
    Flint & Steel..........................---
    Cold Iron Darts (2)....................0.5Lb
    Vial of Antitoxin (2)........................02Lb
    Flask of Alchemist's Fire (2).............02Lb
    Sling Bullets (10)...................2.5Lb
    
    Scroll Case...................................0.5Lb
    -- Magic Weapon (CL1)  
    
    
    Healing Salve (2 doses)
    Wand of Cure Light Wounds (17 charges)
    Party's Wand of Cure Light Wounds (50 -27 charges)
    Potion of Bull's Strength (CL3) .............1Lb
    Potion of Barkskin (CL3).............1Lb
    
     
    Back pack.............................0.5Lb
    Winter Blanket.......................0.75Lb
    Rations (10)..........................2.5Lb
    Waterskin.............................01Lb
    Bedroll...............................1.25Lb
    Journal (Spellbook)....................03Lb
    Ink Vial(Black)........................---
    Inkpen.................................---
    Chalk (5)..............................---
    50 feet of Silk Rope................05Lb
     
    
    Total Weight:40.12Lb	 Money: 726gp 20sp 47cp
    
    		 Lgt Med Hvy Lift Push
    Max Weight:	 49.5 99.75 150 300 750
     
    Warpony "Courage"
    Rider plus Carried Items.............55.12Lb
    Scalemail Barding.....................30Lb
    Bit and Bridle.........................01Lb
    Riding Saddle..........................25Lb
    Saddlebags.............................08Lb
    Waterskin..............................01Lb
    Soap (1)................................01Lb
    +1 Glaive................................05lb 
    Lance..................................05Lb
    Sling Bullets (39)...................10Lb
    Flask of Holy Water (4)...................04Lb
    Feed (2)................................20Lb 
    
    Total Weight:143.12Lb	 
    
    		 Lgt Med Hvy Lift Push
    Max Weight:	 100 200 300 600 1500 
    
    
    
    Age: 25
    Height: 2'01"
    Weight: 031lb
    Eyes: Blue and Gold with cat-slits
    Hair: Dark
    Skin: Pale 
     
    Courage the Warpony	 
    Medium Animal	 
    Hit Dice: 2d8+4 (13 hp)	 
    Initiative: +1	 
    Speed: 30 ft. (6 squares), 40 ft. base	 
    Armor Class: 17 (+1 Dex, +2 natural, +4 armor), T 11, FF 16	 
    BAB/Grapple: +1/+3	 
    Attack: Hoof +3 melee (1d3+2)	 
    Full Attack: 2 hooves +3 melee (1d3+2)	 
    Space/Reach: 5 ft./5 ft.	 
    Special Attacks: —	 
    Special Qualities: Low-light vision, scent	 
    Saves: Fort +5, Ref +4, Will +0	 
    Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4	 
    Skills: Listen +5, Spot +5	 
    Feats: Endurance	 


    "Wherever I go, I always have Courage with me"

    Description:
    Spoiler:

    Sir Ishmael appears to be a moderately built halfling wearing a surcoat and carrying a heavily scarred wooden kite shield. His dark blue eyes have cat-like slits to them, suggesting a monstrous heritage. His shield and his tabard display the colors of his order, a simple rust-colored sword pointing downwards on a white sheet. When outside, he donns a fine violet owlbear cloak, a brooch of masterful Dwarven craftsmanship, and a leather hood.

    The Deep Halfling is rather plain-faced, except for a single scar in the middle of his brow. The scars of battle mark his unclothed body in horrendous crosses and horrible lines. As such, Sir Ishmael prefers to keep this image away from others. No matter the temperature, he always keeps on his blue and white tunic and brown trousers. Hidden beneath the tunic is a mail hauberk made of that wonderous metal, mithral.

    His warhammer, "Violet", is named after his home town love. He keeps this weapon with him at all times, just like his darts and kukri. His darts, wrought of Cold Iron, are tucked at the right side of his belt for convenience while his Cold Iron kukri is stored at his boot. Violet has her place in the left side of his belt, ready for action should evil rear its ugly head for bashing.

    Ishmael's newest weapon is a longsword plated with alchemical silver. He usually carries it at his belt, with his darts.

    One of his most stalwart friends is the shaggy warpony Courage. Trained by Sir Ishmael as a foal, Courage is an aggressive beast of war. He is willing to charge into combat beside his master with his hooves as deadly weapons. This devotion is not unrequited. Indeed, Sir Ishmael would risk life and limb for his steed and he always has some time to take care of his mount. Courage's name is a hidden wish of the halfling, who has suffered shame and loss in the past for hesitating before combat.

    Those who can see invisible objects or read magick will see that all of Sir Ishmael's important items (weapons, shields, armors and other effects) have been Arcane Marked.





    Background

    Spoiler:
    The Order of the Wooden Sword is a small order of wandering knights dedicated to protecting the weak and helpless against the forces of evil. Considered a laughing stock by more prestigious orders, the members of the Wooden Sword are often clothed traveler's garb rather than more knightly attire. They are no less loyal to the cause of good and law than other orders, however. Even though they accept paladins of all kinds and appearances into their organization, their numbers are slowly dwindling because of casualties and lack of recognition. Very soon, the Order of the "Peasant Knights" will soon cease to exist.

    The smallest of this small organization is Sir Ishmael. Young Ishmael was raised in a nomadic Deep halfling village that wandered the overworld deserts and cavernous underworlds of ENworld. Being the 7th child of 14 children, he learned much about playing the subordinate and the defender of the weak. His mother, Izra, the village healer and an adept in the mysteries of song magicks, was too busy to care for her children. While most of his siblings fell into seedy paths or to the simpler and more honest ways, Ishmael found himself before a path far greater than everyone else's.

    When a Dwarven knight rescued the village from a band of marauding giants, the young halfling stood beside him in combat, willing to fight giant with sling and stone. When the battle was done and the enemies felled, the knight left immediately with little Ishmael in tow.
    The Deep Halfling was initiated into the order by his mentor, Sir Mazan Ironforge. The dwarf knight's reputation was great among the members of the Wooden Sword. Sir Ishmael was, on the other hand, regarded as the worst knight of the order.

    If the Wooden Sword was the lowliest of all Knight Orders, Sir Ishmael was its lowest rung. Though he was a somewhat competent fighter, his tendency for distraction and gullibility made him a less than optimal Paladin. He has since mended those problems, but back then his reputation as a fool was well-deserved. If there was single turning point in his young life, t'was the death of his mentor.

    From simple halfling yew, Sir Ishmael turned into hard iron. He refuses to talk about that incident and is otherwise willing to converse about any topic besides this. He now seeks to restore his reputation and good name by learning through the deadliest teacher of all: experience. Avenging his master is also one of his goals, that is defeating and ending the life of the dastardly warrior Sir Xanus Durklann. If he can survive the worst the world has to offer, he can prove to everyone that his master's choice of a squire was not a foolish one.


    Kills, Experience and Rewards Log
    Spoiler:

    Monastery of Saint Feragon (DM: Uriel)
    Sir Ishmael and his comrades explore a Monastery inhabited by the survivors of a massacre and the the fell converts of a Dark God of Corruption. His party joins forces with the surviving, uncorrupted monks, as well as with another party of intrepid adventurers, and storm the Feral beasts that dared desecrate the sacred sanctum. The Feral Druid leader escapes Ishmael's wrath, though the Deep Halfling swears just vengeance upon him.
    XP: 2000, GP: 1100 in coins, 500 in Jewels, Other: Healing Salve
    Kills: Corrupted Feral Roadwarden (1), Corrupted Feral Monk (2), Feral Orc (1)

    Haunted Halls of Stonepike (DM: Uriel)
    Sir Ishmael and his comrades take heed of a cry for help in the Dwarf Stronghold of Stonepike. In their exploration of its "haunted halls" they discover that Cloakers are the cause of the disappearances and eerie sounds. These aberrations are dispatched single-handedly by the Deep Halfling and his competent crew. It is after this adventure that Ishmael uncovers his sorcerous abilities, marking his exit from the path of Paladinhood.
    XP: 2600, GP: 75GP Advance Reward + 2000 GP, Other: Owlbear Cloak, Brooch (250GP), Mithral Mail Shirt +1
    Kills: Owlbear (1) Cloaker (1)

    The Burning Tower (DM: Patlin)
    Sir Ishmael and his companions aid Orussus' own City Watch in order to investigate a mysterious smoking tower that belongs to the Wizard Rilthorne. After passing through the tower's arcane defenses and guardians, they encounter the source of the smoke: a Living Pyrotechnics spell. Dispatching the creature summons the tower's owner who thanks them and rewards them for their actions.
    XP: 1053, Other: Small Glaive +1
    Kills: Animated Armor (1), Ape Construct(1), Living Pyrotechnics Spell (1)

    The Faerie Woods (DM: Patlin)
    Sir Ishmael and his companions are set on the trail of a murderous thief who had stolen a precious necklace from the Dwarf jeweler Gontor. The trail takes them to the Faerie Woods and even to a Fey Lord himself who covets the necklace for his own. The real thief and murderer, however, is a bloodthirsty Redcap whom Ishmael and his companions fight twice. The first battle was a narrow victory, though the Gnome Barbarian Gorefoot lost his life in sacrifice and the Redcap escaped with the necklace's magic. The second battle was far less costly due to the Feybane blade they had found in the Redcap's lair and reforged. Nars Blackbeard struck the final blow, however, Ishmael was glad to take a strike or two in the Dwarf's stead.
    XP: 1140 + 2190 + 2160 xp GP: 566 gp (Gontor's advance + Redcap lair gp)
    Kills: None


    Tomb of Chaos (DM:Erekose13)
    Sir Ishmael and his companions are hired by Tharivian Atterwood of the Sage's Guild of Orussus to investigate the tomb of an ancient king near the Sairundani Desert and to clear it of any danger. He is afflicted by an ancient curse and upon the dispelling of the curse by a Hyragian Temple, Ishmael's monstrous heritage is revealed. He is a Dragon Disciple of the Blue Chromatic Bloodline.
    GP:

    Kills: Gnolls (2), Magnix the Gnoll, Skeleton Warriors (5), Wight, Coin Swarm, Gibbering Mouther, Grick


    Leveling up notes
    Spoiler:

    level 4:
    Gained 1140 XP
    Gained a Fighter Level
    Strength increased by 1
    BAB increased by 1
    Fort save increased by 2
    +9 hp
    3 skill points into knowledge (arcana)
    Fighter feat: Cleave

    Level 5:
    Gained 2160xp
    Gained a Fighter Level
    BAB increased by 1
    Fort Save increased by 1
    +8 hp
    3 Skill points into knowledge (arcana)
    Fighter feat: Mobility

    Sold Glaive for half of 2310gp=1155
    Enhanced MW Warhammer to +1
    Bought a Silver Longsword

    Level 6:
    Gained a Dragon Disciple Level
    Fort and Will save increased by 2
    +10 HP
    1 Skill Point spent on Spot
    1 Skill Point spent on Dwarven (Speak Lang is a DD class skill)

    Last edited by nimisgod; Saturday, 30th December, 2006 at 01:40 PM. Reason: update for xp total

  • #46
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    Acolyte (Lvl 2)

    Guilt Puppy's Avatar

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    ø Ignore Guilt Puppy
    Code:
    Name: Sturm Gerwycht
    Class: Barbarian
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: Grendath
    
    Str: 19 +4 (16p.)     Level: 4        XP: 6450
    Dex: 10 +0 (02p.)     BAB: +4         HP: 055 (4d12+16)
    Con: 18 +4 (10p.)     Grapple: +8     Dmg Red: N/A
    Int: 08 -1 (00p.)     Speed: 30'      Spell Res: N/A
    Wis: 10 +0 (02p.)     Init: +0        Spell Save: N/A
    Cha: 06 -2 (00p.)     ACP: -3         Spell Fail: N/A
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +0    +0    +0    +0    +0    16
    Touch: 10              Flatfooted: 16
    
                             Base   Mod  Misc  Total
    Fort:                     +4    +4          +8
    Ref:                      +1    +0          +1
    Will:                     +1    +0          +1
    
    Weapon                  Attack   Damage     Critical
    +1 Scythe                 +10    2d4+7         20x4
    (Raging)                  +12    2d4+10        20x4
    
    Languages: Common, Dwarven
    
    Abilities: Rage (2/day; 9 rounds), Uncanny Dodge, Trap Sense +1, Dwarf characteristics
    
    Feats: Weapon Focus (Scythe), Power Attack
    
    Skill Points: 15       Max Ranks: 5/2.5
    Skills                   Ranks  Mod  Misc  Total
    Climb                      3    +4          +7
    Craft (Stonemasonry)       5    -1    +2    +6
    Listen                     6    +0          +6
    Survival                   7    +0          +7
    
    Equipment:               Cost  Weight
    Traveler's outfit        --      5lb
    Owlbear Cloak w/ Brooch 250gp   --
    Beltpouch                 1gp  1/2lb
      Inkpen                  1sp   --
      Ink                     8gp   --
      Coinage             20108sp  4.5lb
     (Total for Beltpouch 20529sp    5lb)
    Backpack                  2gp    2lb
      Bedroll                 1sp    5lb
      Paper x10 sheets        4gp   --
      Silk Rope              10gp    5lb
      Throwing Axe x2        16gp    4lb  
     (Total for Backpack    321sp   16lb)
    Gerwycht Signet Ring      5gp   --
    Masterwork Scythe       318gp   10lb
    +1 Scythe              2318gp   10lb
    +1 Breastplate         1350gp   30lb
    Total Weight:76lb    Money: 200pp 40gp 7sp 10cp
    Total Wealth inc. Items: 6356gp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                100   200   300   600  1500
    
    Age: 47
    Height: 4'0"
    Weight: 152lb
    Eyes: Brown
    Hair: Dark Red
    Skin: Light
    Appearance: Sturm is essentially a box, and usually a rather dirty box at that. His armor is old and worn, his trousers are old and worn... His scythe is almost pristine, however, and has a tendency to wave dangerously back and forth as he totters around with it strapped to his back. He has more scars than he could possibly know what to do with, and not a one among them is from any remotely glorious exploit.

    Background: Sturm hails from Down Thrusch, the deepest and most secluded region of a proud Dwarven kingdom. There when Common is spoken it's a rather unique brand of Common, which is made more evident by Sturm's colorful abuse of the language.
    While there, he enlisted and trained to become a Dwarven Battle-Rager, much feared in the deep and largely unheardof above land. Unfortunately, when it came time to prove his worthiness to serve in battle, Sturm didn't make the cut.
    Undaunted, or at least relatively undaunted, the young dwarf set out to the surface, to seek fame, fortune, and glory on his own. Thus far, he's found only more embarrassing scrapes, but he's too stubborn (or maybe just not smart enough) to let that stop him.

    Experience History:
    800 XP from Tiggle's Order
    300 XP; 400 XP; 400 XP from The Monastery of St. Feragon
    700 XP from Feral Smackdown Battle Royale
    750 XP; 2600 XP from The Haunted Halls of Stonepike
    500 XP from Of Eggs and Desires
    Last edited by Guilt Puppy; Tuesday, 1st March, 2005 at 08:09 PM.
    In Character PbP: (Casual D&D) A Game of Trust, Parts I, II & III (OOC)
    Living Enworld: Sturm Gerwycht, on a quest Of Eggs and Desires

  • #47
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    ø Ignore dpdx

    Meet Rurik Axebender.

    Code:
    Name: Rurik Axebender
    Class: Fighter
    Race: Dwarf
    Size: M
    Gender: Male
    Alignment: Neutral Good
    Deity: Chennet'
    
    Str: 18 +4 (13p.)     Level: 5       XP: 10914
    Dex: 12 +1 ( 4p.)     BAB: +5         HP: 47 (5d10+10)
    Con: 15 +2 ( 5p.)     Grapple: +9     Dmg Red: N/A
    Int: 10 +0 ( 2p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 ( 2p.)     Init: +1        Spell Save: N/A
    Cha: 10 +0 ( 4p.)     ACP: -5        Spell Fail: N/A
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +1    +1    +0    +0    +0    18
    Touch: 11              Flatfooted: 17
    
                             Base   Mod  Misc  Total
    Fort:                      4    +2    +2*   +8*/+6  *Racial bonus vs. spells/-like effects
    Ref:                       1    +1    +2*   +4*/+2
    Will:                      1    +0    +2*   +3*/+1
    
    Weapon                  Attack   Damage     Critical
    Dwarven Waraxe, +1        +11    1d10+7     20-x3
    Dwarven Waraxe, MW        +11    1d10+6     20-x3
    Shortbow (60')            +6     1d6        20-x3
    
    Languages: Common, Dwarven
    
    Abilities: 20' movement in M/H loads, armor; 60' darkvision; Stonecunning;
    Weapon Familiarity dwarven waraxe, urgrosh; Stability; +2 saves vs. poison;
    +2 saves vs. spells; +1 to attack vs. orcs, half-orcs, goblinoids;
    +4 dodge bonus to AC vs. giants; +2 to Appraise stone or metal;
    +2 to Craft stone or metal; Favored class: Fighter.
    
    Feats: Power Attack, Quick Draw, Cleave, Weapon Focus: Dwarven waraxe, Weapon Specialization: Dwarven Waraxe
    
    Skill Points:  16       Max Ranks: 10/5
    Skills                   Ranks  Mod  Misc  Total
    Climb                      2    +4    -5     1
    Craft (Weaponsmith)        7    +0    +2*   +9*/+7  *stone/metal only
    Craft (Armorsmith)         5    +0    +2*   +7*/+5  "               "
    Jump                       2    +4   -5     1
    
    Equipment:               Cost  Weight
    Clothes                   --     2lb
    Cloak, Owlbear            --     5lb
    +1 Dwarven Waraxe        330gp   8lb
    MW Dwarven Waraxe        330gp   8lb
    Shortbow                 30gp    2lb
    -Arrows, 18               1gp    3lb
    -Arrows +2, 1              -     0lb
    Chainmail +1           1300gp   40lb
    Lt. Steel Shield          9gp    6lb
    
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Whetstone                 2cp    1lb
    Explorer's Outfit          -     0lb
    Waterskin (full)          1gp    4lb
    Flint and Steel           1gp    0lb
    Healing Salve, 1 jar       -     0lb
    Rations, 14 days          7gp   14lb
    Rope, hempen, 50 ft.      1gp   10lb
    Grappling hooks (2)       2gp    8lb
    Miner's Pick              3gp   10lb
    Hammer                    5sp    2lb
    Crowbar                   2gp    5lb
    Clay Jug (Mom's ale, 2)   3cp    9lb
    Clay Jug, 3 (Dwarven ale) 1gp    9lb
    Sacks, cloth (3)          3sp    2lb (rounded up from 1.5)
    Clan Axebender Journal     -    10lb
    -----
    Horse, heavy              200 gp
    Bit and Bridle              2 gp
    Saddle, riding             10 gp
    Saddlebags (pair)           4 gp
    Feed (twelve days)        7 cp, minus usage
    
    Total Weight (not counting mount): 154lb      Money: 3131gp 1sp 1cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               100    200   300   600  1500
    
    Age: 49
    Height: 4' 2"
    Weight: 190lb
    Eyes: Blue
    Hair: Dishwater Blond, queued in back
    Skin: Chapped Pink
    [Rurik carries his food, gold and ale within the saddlebags of the horse, his tools in the pack, and his armor and weaponry on his person. Packed, he is at medium encumbrance - mounted or unpacked, he is at light.]

    Appearance: Rurik is a 'mountain' dwarf, the stereotypes of which account for about 80% of what there is to say about his appearance and manner. The differences come with his usual attire: an owlbear cloak with gold and silver opal clasp, and royal blue piping to distinguish his cloak from those of the other heroes of the Haunted Halls of Stonepike.

    Other than that, and the magical chainmail he bought with the subsequent reward, Rurik is in all other aspects the image of a 4' 2", portly Viking, only distinguishable by his scant reputation amongst those friends with whom he has adventured, if they yet live, and his pack, an assortment of tools Rurik has mostly never used, and may never use yet.

    This state of affairs is usual and proper among the sons of Hrynnar and Eloisa Axebender; if it can be forged, and used to fight evil, it should be forged, and carried in the backpack of any Axebender son sent surfaceward.

    Background: Rurik hails, like most mountain dwarves, from a Clan - Axebender, as alluded to earlier. Rurik's history is the last 49 years of Clan Axebender's history: worship Chennet', make and sell weapons, tools and armor, eat meats roasted over open flame, drink copious quantities of malted beverages, have loud and spirited 'discussions', sleep, repeat.

    This cycle is broken once in a great while when an Axebender son is sent surfaceward, as Rurik was several months ago, ostensibly to 'gather information' on weaponry and armor for his parents.

    When this led to his participation in the incidents at St. Feragon Monastery and Stonepike Hall, Rurik, more focused on doing his part to slay evil beasts and hold himself highly accountable to the dwarf/human/halfling next to him on the battle line, neglected to document the information he was sent to gather.

    Upon his return to Axebender Hall, Eloisa, upon noting next to nothing new in the 10-pound Clan Axebender Journal taking pack space for the purpose, saw to it personally that Rurik contributed his information. In typical 'dwarven-mother' fashion, she forbade him from venturing again surfaceward until every bit had been gleaned and recorded from his all-too-dwarven memory.

    In time Rurik was allowed surfaceward once again, where he made a new friend and helped to rid a mine of an undead infestation (Fort Knocks). Rurik sold his interest in that mine and returned to the forge and hearth of his Clan once again, where he is currently at work on a weapon for his new friend, a devotee of Hryag named Eusebius.

    Stat adjustments:
    +1 to STR at 4th lvl.

    XP History:
    5614 from Fort Knocks
    2000 from Monastery of St. Feragon and Feral Smackdown Battle Royale
    3350 from the Haunted Halls of Stonepike

    Craft Points: Rurik is down any number of Craft Points for construction of a masterwork spiked chain, a gift to his boon companion Eusebius. At 5th, with a +9 to Craft:Weap when the object is metal, he would appreciate some help from someone who knows how many Craft Points would have been expended, and how many he might have left. If there is a deficit, Rurik will pay the difference in gold (which has already been decremented 2000 gp for the casting of a Flaming enchantment on the weapon).
    Last edited by dpdx; Friday, 7th July, 2006 at 04:33 AM.

  • #48
    Code:
    Name: Gath Stonefist
    Class: Barbarian/Fighter
    Race: Half-Orc
    Size: Medium
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: None for now
    
    Str: 18 +4 (10p.)     Level: 2/1      XP: 3460
    Dex: 14 +2 (6p.)      BAB: +3         HP: 36 (2d12+1d10+9)
    Con: 16 +3 (10p.)     Grapple: +7     Dmg Red: -/-
    Int: 6  -2 (0p.)      Speed: 40'      Spell Res: -
    Wis: 10 +0 (2p.)      Init: +2        Spell Save: +-
    Cha: 8  -1 (2p.)      ACP: -2         Spell Fail: -%
    
    	Base	Dex	Armor	Total 
    Armor:	10	+2	+4	16 
    Touch:	10	+2		12 
    Flat:	10	+2	+4	14
    
                             Base   Mod  Misc  Total
    Fort:                     5    +3          +8
    Ref:                      0    +2          +2
    Will:                     0    +0          +0
    
    Weapon                  Attack   Damage     Critical
    Glaive                    +7      1d10+6      x3
    Unarmed Strike*           +7      1d3+6       x2
    Javelin                   +4      1d6+4       x2
    *Gath can deal normal or subdual damage, does not provoke an AoO, and
    adds 1.5 time is str bonus to damage, with his unarmed strikes.
    
    Languages: Common, Orc (Gath is illiterate and sometimes confuses the 2 languages)
    
    Abilities: 
    - Darkvision (60 ft.)
    - Uncanny Dodge
    - Rage (1/day): While raging, Gath's stats change as followed:
    hp 42; AC 14, touch 10, flat-footed 14; Grapple +9; Atk +9 melee 
    (1d10+9/x3, glaive) or +9 melee (1d3+9/x2, unarmed strike); SV Fort +10,
    Will +2; Str 22, Con 20, Jump +7, Swim +4.
    Lasts 8 rounds, then fatigued (-2 Str, -2 Dex):
    hp 36; AC 15, touch 11, flat-footed 15; Grapple +5; Atk +6 melee 
    1d10+4/x3, glaive) or +6 melee (1d3+4/x2, unarmed strike); Str 16, Dex 12, 
    Jump +4, Swim +1, Can't run or charge.
    
    Feats: Improved unarmed strike, Power Attack, Mighty Punch
    
    Skill Points: 11       Max Ranks: 6/3
    Skills                  Ranks  Mod  Misc*  Total
    Intimidate                6     -1          +5
    Jump                      3     +4    -2    +5
    Swim                      2     +4    -4    +2
    *Armor check penalty
    
    Equipment:               Cost  Weight
    Traveler outfit             -     5lb
    Chain shirt                100gp  25lb
    Glaive                     8gp    10lb
    Javelin (2)                2gp    4lb
    Backpack                   2gp    2lb
    Bedroll                    1sp    5lb
    Sledge                     1gp    10lb
    Trail Ration (2 days)      1gp    2lb
    Waterskin (2)              2gp    8lb
    
    Total Weight: 75lb     Money: 203gp 8sp 10cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               100   200   300   600   1500
    
    Age: 17
    Height: 6'0"
    Weight: 242lb
    Eyes: Dark Brown
    Hair: Black
    Skin: Lightly grayish
    Appearance: Ugly even for an half-orc, Gath looks and sounds like he took to many hits on the head. His face is covered with scars, his nose was clearly broken once, and his mouth is missing some teeth. Gath always wears his new chain shirt and his large polearm is easy to notice.

    Background: Gath is the son of a female orc slave who used to serve an unscrupulous human merchant. Some think that orcs don't make good slaves since they are wild but this merchant did find they had advantages. First, they are cheap and, more importantly, there is few peoples who worry about their treatement and fewer still who would try to save them. Gath never knew who his father was but it was probably one of the merchant's guards. Gath first served his master as a page but, at the age of 12, he was already too wild and strong for the job. The merchant decided to make a pugilist out of him. Gath would fight (and with his rage and strenght often win) and the merchant would take the money. However, one night, Gath fought with a large man that probably had some ogre blood in him and was almost beaten to death. The merchant thought there was no more profits to make out of the half-orc and left him on the side of a road, to die. But Gath was (and still is) tough so he recovered. Since then, he's been working as a guard but he keeps losing his job as he always gets into fights.

    XP Tracking
    600 XP from The Bastards of XXX Bluerun
    960 XP from The Bastards of XXX Bluerun
    1900 XP from The Bastards of XXX Bluerun
    Total: 3460 XP

    Unique living ENWorld feat:
    Mighty Punch
    Last edited by GPEKO; Saturday, 9th October, 2004 at 03:10 PM.

  • #49
    Registered User
    Novice (Lvl 1)

    buzzard's Avatar

    Join Date
    Feb 2002
    Location
    Arvada
    Posts
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    ø Ignore buzzard
    Code:
    Name: Lupic StrongArm
    Class: Fighter
    Race: Half-Orc
    Size: Medium
    Gender: Male
    Alignment: Nuetral
    Deity: [don't know what pantheon is used]
    
    Str: 21 +5 (16p.)     Level: 4        XP: 6710
    Dex: 14 +2 (6p.)     BAB: +4         HP: 35 (XdX+XX)
    Con: 12 +1 (4p.)     Grapple: +13     Dmg Red: 0
    Int:  8 -1 (2p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +2        Spell Save: 0
    Cha:  6 -2 (0p.)     ACP: -5         Spell Fail: 30%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +2    +0    +0    +0    +0    17
    Touch: XX              Flatfooted: XX
    
                             Base   Mod  Misc  Total
    Fort:                      3    +1          +4
    Ref:                       1    +2          +3
    Will:                      1    +0          +1
    
    Weapon                  Attack   Damage     Critical
    Fist                      +9     1d3+5      20x2
    armor spike               +9     1d6+5      20-x3
    
    Languages:common, orcish
    
    Abilities: Darkvision 60'
    
    Feats: Improved Unarmed Strike, Improved Grapple, Power Attack, weapon focus grapple, weapon specialization grapple
    
    Skill Points: 4       Max Ranks: 4/1
    Intimidate             6    +5          +11
    Ride                     1     +2         +3(-2 with ACP)
    
    Equipment:               Cost  Weight
    Spiked Chain Mail        250gp   40lb
    
    Total Weight:40lb      Money: 500gp 0sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:              
    
    Age: 18
    Height: 6'4"
    Weight: 242lb
    Eyes: brown
    Hair: nlack
    Skin: white
    Appearance: A big ugly brute. His appearance is the result of countless barehanded fights, some for money, some for survival. He has a nose broken a multitude of times and cauliflower ears. His face is a mass of scars from his fights. Ugly is a far too mild description to get the point across. However this does reflect his ability to command fear. His towering mass of muscles would generally be enough to intimidate anyone. He, using all his dim intellect, has focused on maximizing the ability to psyche out opponents. When the issue of who you don't want to meet in a dark alley comes up, Lupic is what you picture.

    Background: Lupic was the result of an orcish raid on an outlying settlement. Born to a widowed peasant woman we was forced to stand up for his family from a very early age. He used his great strength in many menial tasks to provide food for the table. He was generally without friends owing to his background. In fact, he got in many fights owing to his race. However his great strength generally helped him stand up for himself. Over time he learned to handle himself with more than brute strength. His mother, a moral person, managed to prevent Lupic from giving into a misanthropic outlook, however she was unable to introduce charity into his nature.

    His fighting ability eventually got him noticed. He got hired by tavernkeepers as the bouncer. This was a job that he excelled at. One tavern keeper decided to make more use of him. He became an attraction. The tavern staged barehanded fights where Lupic became the favorite among patrons. He was reigning champion for quite some time until a visiting adventurer was cajoled into fighting the match. Lupic was schooled in the finer points of fighting, and was beaten soundly for the first time in his memory.

    Lupic, not being the brightest star in the firmament, decided that if an adventurer could handle him so easily, that he must become an adventurer himself, thus learning to be mightier. He saved up his money from fights and his salary as a bouncer. Scrimping and saving he eventually comissioned a suit of chain mail in his size, adorned with wicked spikes. He thought the spikes would make a nice touch for psyching out whatever he would come across. Of course now he's broke and has to start that adventuring since otherwise he'll have to go back to bouncing to avoid starving. Having heard that many adventurers frequented the Red Dragon Inn he went there as soon as his armor was ready. Somehow he never quite had an inkling that adventurers need equipment beyond armor.

    buzzard
    Last edited by buzzard; Wednesday, 9th May, 2007 at 03:08 PM.

  • #50
    Registered User
    Acolyte (Lvl 2)



    Join Date
    Jan 2002
    Location
    Eindhoven, the Netherlands
    Posts
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    ø Ignore Hof
    Code:
    Name: Dioran Uthelem
     Class: Sorcerer
     Race: Human
     Size: Medium
     Gender: Male
     Alignment: True Neutral
     Deity: None as yet
     
     Str: 11  0 ( 3p.)     Level: 3        XP:    4,773
     Dex: 10  0 ( 2p.)     BAB: +1         HP: 13 (3d4+3)
     Con: 12 +1 ( 4p.)     Grapple: +1     Dmg Red: N/A
     Int: 14 +2 ( 6p.)     Speed: 30'      Spell Res: N/A
     Wis: 10  0 ( 2p.)     Init: +0        Spell Save: 13 + spell level
     Cha: 17 +3 (13p.)     ACP:  0         Spell Fail: 0%
     
                        Base  Armor Shld   Dex  Size   Nat  Misc  Total
     Armor:              10    +0    +0    +0    +0    +0    +0    10
     Touch: 10              Flatfooted: 10
     
                              Base   Mod  Misc  Total
     Fort:                      0    +1          +1
     Ref:                       0    +0          +0
     Will:				3    +0          +3
     
     Weapon                  Attack   Damage     Critical
     Quarterstaff              +1     1d4           20/x2
     Sling 50' range inc.      +1     1d4           20/x2
     
     Languages: Abyssal, Celestial, Common
     
     Abilities: Medium size; 30ft. move; 1 Bonus Feat at level 1;
     +4 skill points at level 1; +1 skill point per level above 1;
     Favored Class: any.
     
     Feats: Eschew Materials, Eschew Arcane Focus, Spell Focus (Conjuration)
     
     Skill Points: 30       Max Ranks: 6/3
     Skills                   Ranks  Mod  Misc  Total
     Concentration			6      1   +7
     Craft ( Weaving )		6      2   +8
     Knowledge [Arcana]       	6      2   +8
     Knowledge [The Planes]		3    2   +5
     Spellcraft               	6 2   +8
     
    Craft Points: 550
    
     Spells
     Llv  per day Known
     0: 6       4: Acid Splash, Detect Magic, Mending, Prestidigitation, Read Magic
     1: 6       2: Ray of Enfeeblement, Summon Monster I, Mage Armor
     
     
     Equipment:               Cost  Weight
     * Clothing                	1 gp 0lb
     Quarterstaff              	0 gp    4lb
     Sling				0 gp    0lb
      -bullets (10) 		1 sp    5lb
     * Backpack (2)		  	4 gp    4lb
     Artisans tools		  	5 gp    5lb
     
     Total Weight:18lb      Money: 887gp 5sp 32cp
     
                                Lgt   Med   Hvy  Lift  Push
     Max Weight:                38    76    115  230   575
     
     Age: 17
     Height: 5'10"
     Weight: 158lb
     Eyes: Grey/Green
     Hair: Reddish Brown or autumn
     Skin: Olive-tanned
    Appearance: Dioran Uthelem is a rather unusual young man. He stands out easily with his reddish goatee, but otherwise totally bald head. Upon closer inspection a line of black and white spots form a waving line across the top of his head and down the neck, until they fade as they near his spine. Dioran's clothing was obviously not designed with the intent to blend in. Beneath a long, dark red coat riddled with pockets he wears a slightly puffy pair of trousers, a leather vest and a shirt with intricate designs. Various scarfs and adornments are scattered about his person. He made his clothing himself, with great care, and values the ensemble greatly. He is loathe to wear anything not created by his own hands, although he will not tell anyone why exactly.
    He generally regards the world with a slight smile, seeming somewhat distracted most of the time. But, at unpredictable times, he seems to come 'into focus'. This is when he radiates a sense of presence which few can beat.
    ( I had envisioned his self made coat to be riddled with pockets, as well as have a pair of reinforced compartments on the back. This is represented by the two backpacks in his equipment, one for the pockets, one for the compartments. If this is too weird, he'll just travel with one backpack and 4 belt pouches instead. )

    Background: Dioran was born as the fifth son in a large farming family. He found himself better suited to the life of an artisan, and was apprenticed to the local tailor at an early age. He would probably have taken over the shop in time if not for Tresios the Green - a conjuror of no small repute. Dioran had delivered various articles of clothing to the wizard over time, and the latter recognized Diorans intellect and magical aptitude early on. Withing a few months, Tresios had convinced Dioran to learn the Art.
    All went well, although Dioran did not pick up the more abstract principals of magic as fast as they both had hoped. Not long before he was to try his first true spellcasting disaster struck. A summoning ritual turned ugly, resulting in both a Demonic and an Angelic presence infesting the poor boys mind. Tresios' spells were ineffective in removing them, so he had to leave Dioran within the protective wards what still functioned while he would get help. Almost a full day later Tresios returned with a priest, but he was too late.
    Dioran had survived. The conflicting forces in his soul had fought fiercely, with little regard for the boys well-being. Yet when the dust had settled, somehow, Dioran had come out on top. He was free of the outsiders, but his soul was scarred deeply and his mind never fully regained its balance. Ever since that day Dioran has been fluent in Abyssal and Celestial. He has also gained a greatly enhanced intuitive grasp of magic.
    Tresios sent him away after a while. Dioran developed in a different direction now, and the wizard grew ever more uncomfortable around him. Without a second thought, Dioran set out to find a destiny to call his own.


    The Eschew Arcane Focus:
    As Eschew Materials, except it removes the need for foci of 1 gp or less with arcane spells.

    XP list:
    Spoiler:
    Code:
    XP		Adventure
      3,460   Bluerun
      1,313   Attack on the bandit camp
    =======
      4,773
    Last edited by Hof; Wednesday, 3rd August, 2005 at 11:56 PM. Reason: Experience gained, Money received.

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