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  1. #71
    Registered User
    Acolyte (Lvl 2)

    Gurdjieff's Avatar

    Join Date
    Jan 2002
    Location
    Eindhoven, Netherlands
    Posts
    999

    ψ Ignore Gurdjieff

    Currently approved for level 5

    Code:
    Name: Irene
    Class: Illusionist (Evocation, Necromancy banned)
    Race: Halfling
    Size: Small
    Gender: Female
    Alignment: CN
    Deity: -
    
    Str:  8 -1 ( 2p.)     Level: 5        XP: 11698
    Dex: 16 +3 ( 6p.)     BAB: +2         HP: 21 (5d4+5)
    Con: 12 +1 ( 4p.)     Grapple: -3     Dmg Red: -
    Int: 17 +3 (10p.)     Speed: 20'      Spell Res: -
    Wis: 10 +0 ( 2p.)     Init: +3        Spell Save: -
    Cha: 14 +2 ( 6p.)     ACP: -0         Spell Fail: 0%
    
    Stat increase: +1 Int (Lvl4)
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:         10      +0   +0    +3    +1    +0    +0    14
    Touch: 14              Flatfooted: 11
    
                             Base   Mod  Misc  Total
    Fort:                 1     +1    +1    +3
    Ref:                  1     +3    +1    +5
    Will:                 4     +0    +1    +5
    
    Weapon                  Attack   Damage     Critical
    Light Crossbow (S)           +6     1d6+0      19-20x2
    Dagger                       +2     1d3-1      19-20x2
    
    Languages: 
    1. Common
    2. Halfling
    3. Elven
    4. Dwarven
    5. Draconic
    
    Abilities: 
    1. Summon Familiar
    
    Feats: 
    1. Scribe Scroll
    1. Eschew Materials
    3. Spell Focus (Illusion)
    5. Silent Spell
    
    Skill Points: 40     Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Knowledge (Arcana)           8    +3          +11
    Spellcraft                   8    +3   +2     +13 (+2 Illusion, -5 Evocation/Necromancy)
    Bluff (cc)                   4	  +2          +6
    Sleight of Hand (cc)         2    +3          +5
    Search (cc)		     2    +3	      +5
    Concentration		     4    +1          +5
    Diplomacy (cc)               2    +2          +4   
    
    Equipment:               Cost  Weight
    Light Crossbow              35gp     2lb
    Bolts [20]                   2gp     2lb
    Dagger                       2gp     1lb
    
    Spellbook		    15gp     3lb (free)
    Spell component pouch	     5gp     2lb
    
    Scholar's outfit	     5gp   
    Backpack		     2gp    .5lb
    Bedroll                      1sp  1.25lb
    Blanket, Winter (2x)	    10sp   1.5lb*
    Waterskin		     1gp     1lb
    Scroll Case                  1gp    .5lb
    Flint & Steel                1gp     -
    Candle (10)                  1sp     -
    Mirror, Steel	            10gp    .5lb
    Rations, 4 days	             2gp     1lb	     
    
    Pony (Orion)                30gp
    Riding Sadle                10gp    30lb
    Saddlebags	             4gp     8lb
    4 days Feed		     2gp    40lb
    * Orion carries one blanket
    
    Total Weight:15.5lb      Money: 48gp 0sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:           19.5  39.75   60   120   240
    
    Craft Points: 2750
    
    Spells Known:
    0: All
    1: Mage Armor, Sleep, Charm Person, Color Spray. Disguise Self, Expeditious Retreat, Shield, Silent Image
    2: Invisibility, Spider Climb, Acid Arrow, Mirror Image
    3: Major Image, Dispel Magic
    
    Spells Prepared:
    0 (4+1): Read Magic, Detect Magic, Detect Magic, Prestidigitation, Ghost Sound
    1 (4+1): Mage Armor, Sleep, Charm Person, Color Spray, Color Spray
    2 (3+1): Acid Arrow, Acid Arrow, Mirror Image, Invisibility
    3 (2+1): Dispel Magic, Dispel Magic, Major Image
    Spell DC: 10 + 3 (int) + Spell Level, +1 on Illusion spells (Spell Focus)
    
    
    Age: 32
    Height: 2'10"
    Weight: 29lb
    Eyes: Green
    Hair: Black
    Skin: Tanned/Brownish
    Appearance: Irene is very short, even for a halfling. Her hair just would touch her shoulders if it was straight, but curls to her cheeks a bit at the end. Her skin looks like gold when reflecting the sunlight, her clothes not obstructing this sight. Irene wants to be the center of attention and makes up for her lack of height with lots of speech.

    BACKGROUND
    Irene has studied the craft of Magic ever since she was a child, at least that is what she tells people. The real story is that she couldn't keep her hands of the shiny valuables in the School of Magic, and thus was banned from further education. Still, Irene didn't give up and found herself a tutor, someone who was experienced in the art of illusion and tricks. He was very wealthy, which Irene liked, and his stories about how he tricked great enemies, conned the best merchants and stole the greatest goods inspired her to do the same.

    With her desire to enrich herself, both with valuables and power, Irene took the mission to collect goblin ears in Monemvassia, a city having loads of trouble with the creatures. After some searching Irene and her group discover a much bigger plot involving the Monemvassia Thieves Guild! And with that, Irene discovers people can turn out to be rather different than they seem, as Jezibel, a girl they met and who seemed friendly, backstabs her and puts Irene in a very dangerous situation. Luckily for the small halfling, her cleverness and some assistance from her friends prove to be sufficient to escape from the clutches of Jezibel, however they cannot stop the girl and her companions from raiding Tensil's Warehouse. It takes a turn for the worse when Kim Tensil, their employer, is arrested for stealing silver, which was planted during the raid. Irene and her friends agree to clear Kim's name, but not without reinforcements.

    Returning to Monemvassia, this time with double the number of people, the group sets out to locate the goblin headquarter. To clear Kim's name they decide to locate the rest of the stolen silver, and at the same time dealing with more goblins. Irene has a personal goal though: get even with Jezibel. The headquarter is located, and battle rages, when Irene sees the perfect moment to sneak out and track down Jezibel, only to be caught and locked up once again. However this time she is reunited with her friends much faster, and as a group they chase down Jezibel, with the capturing of the girl as result. Sneaky as she is, Jezibel escapes Irene's grasp, and Irene follows the human girl away from the group, where she evaluates her goal: getting even with Jezibel. A failed assassination however ends that thought for now, as Jezibel rides off, leaving Irene far away from her group of friends.

    After a long time wandering around, attempting to track down Jezibel, Irene decided to return to Orussus, and join a crew of adventurers looking for the cure for a young child. Their employer sends them through a desert to reach their goal, but never prepared the group for the dangers ahead. A sandstorm nearly wipes the party out, as did undead and magically-enhanced scorpions. Eventually the group found the cave and descended, coming across another band of adventurers, Together they searched the cave looking for the cure and dealing with any enemies on their path. However, Irene somewhere got lost. What exactly followed is uncertain; her partymembers were nearly wiped out and the cure was taken by yet another group of people. In her haste to try and track down the cure, Irene once again got seperated from her fellow adventurers, and was completely on her own.


    ADVENTURE HISTORY

    Irene has participated in "Goblin Ears and the MTG", where she received 1825xp and 17gp, 6 sp & 5 cp.
    Irene has also taken part in "M2: The Search for Goblin HQ ", and after the Goblin Fort she received 1675xp.
    In the continued adventure, Irene received 2888xp, but missed out on any loot.
    For chasing Jezibel alone, Irene received an additional 940xp.
    The Bounty of the Endless Sands awarded Irene with a total of 4370xp.
    Last edited by Gurdjieff; Sunday, 5th September, 2010 at 03:19 PM. Reason: Approved for level 5

 

  • #72
    Community Supporter COPPER SUBSCRIBER
    Gallant (Lvl 3)

    Steve Jung's Avatar

    Join Date
    Jan 2002
    Location
    North Brunswick
    Posts
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    ψ Ignore Steve Jung

    Charlarn of Phyrah

    Code:
    Name: Charlarn
    Class: Cleric/Ranger
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Phyrah
    
    Str: 14(12) +2(+1) (04p.)  Level: 7/2      XP: 38895
    Dex: 14     +2     (06p.)  BAB: +7/+2      HP: 56 (9d8+0)
    Con: 10     +0     (02p.)  Grapple: +9/+4  Dmg Red: -/-
    Int: 10     +0     (02p.)  Speed: 30'      Spell Res: -
    Wis: 19*    +4     (10p.)  Init: +2        Spell Save: +4
    Cha: 14     +2     (06p.)  ACP: -1         Spell Fail: -%
                          Craft Points: 8650
    *includes a +1 inherent bonus to Wisdom
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +5    +2    +2    +0    +1    +1    21
    Touch: 13              Flatfooted: 19
    Charlarn gains an additional +1 dodge bonus to AC from Dodge feat against
    one opponent
    
                          Base   Mod  Misc  Total
    Fort:                   8    +0          +8
    Ref:                    5    +2          +7
    Will:                   5    +4          +9
    
    Weapon                     Attack  Damage     Critical
    Goruksblain (+2 warhammer) +11/+6  1d8+4        20/x3
    Trident                     +4/-1  1d8+2        20/x2
    Crossbow, light             +9     1d8+0     19-20/x2
    Goruksblain (primary)       +9/+4  1d8+4        20/x3
    Trident (primary)           +0/-5  1d8+2        20/x2
    Shield, light (secondary)   +7     1d3+1        20/x2
    
    Languages: Celestial, Common
    
    Abilities: Turn undead (Su)--5/day, +4 turn check, +9 damage
    Favored enemy I (Ex)--Humanoid (goblinoid) +2
    Wild Empathy (Ex)--+4
    Combat Style (Ex)--two-weapon combat
    
    Feats: Brew Potion, Dodge, Improved Shield Bash, Quick Draw, Scribe
    Scroll, Track, Two-Weapon Fighting.
    
    Skill Points: 44       Max Ranks: 12/6
    Skills                         Ranks  Mod  Misc   Total
    Bluff                           0    +2    -3*    -1
    Concentration                   3    +0           +3
    Diplomacy                       0    +2    -3*    -1
    Disguise                        0    +2    -3*    -1
    Gather Information              0    +2    -3*    -1
    Heal                            7    +4    +2    +13
    Intimidate                      0    +2    -3*    -1
    Knowledge (nature)**            3    +0    +2     +5
    Knowledge (religion)            7    +0           +7
    Perform (wind) (cc)             3    +2    -3*    +2
    Ride                            1    +2           +3
    Speak Language (Celestial) (cc) 1    --           -- 
    Spellcraft                      5    +0           +5
    Survival                        9    +4          +13
    * Goruksblain
    ** 1 rank was bought cross-class
    
    Equipment:                             Cost  Weight
    Amulet of natural armor +1              0gp    0lb
    Handy haversack                         0gp    5lb             
    Goruksblain (+2 warhammer)              0gp    5lb
    Trident                                 0gp    4lb    in haversack
    Crossbow, light                        35gp    4lb
     Bolts, crossbow (4)                    1gp    0.4lb
    Chain shirt +1                          0gp   25lb
    Shield +1, light steel               1159gp    6lb
    Gauntlets of ogre power              4000gp    4lb
    Ring of protection +1                2000gp    0lb
    Silver holy symbol                      1gp    1lb
    Spell component pouch                   5gp    2lb
    Healer's kit (7 uses)                  50gp    1lb    in haversack
    Healer's kit (10 uses)                 50gp    1lb    in haversack
    Case, scroll                            1gp    0.5lb    in haversack   
     Scroll of cure lt. wds. (x5)        62.5gp    0lb
     Scroll of dismissal                  0gp      0lb
     Scroll of invisiblity purge        375gp      0lb
     Scroll of remove curse             375gp      0lb
     Scroll of gentle repose            150gp      0lb
    Backpack                                2gp    2lb
    Pouch, belt                             1gp    0.5lb
    Bedroll                                 1sp    5lb    in haversack
    Explorer's outfit (worn)                0gp    0lb
    Cleric's vestments                      5gp    6lb    in haversack
    Winter blanket                          5sp    3lb    in haversack
    Panpipes, common                        5gp    3lb    in haversack
    Sack                                    1sp    0.5lb
    Rations, trail (17 days)               11.5gp 17lb    in haversack
    Waterskin                               1gp    4lb    in haversack
    Rope, silk (45 ft.)                    10gp    5lb    in haversack
    Flint and steel                         1gp    0lb
    Sunrod (5)                             10gp    5lb    in haversack
    Chalk, 1 piece                          1cp    0lb
    Candle (5)                              5cp    0lb    in haversack
    Ink pen                                 1sp    0lb    in haversack
    Ink (1 oz. vial) (2)                   16gp    0lb    in haversack
    Parchment (8 sheets)                    2gp    0lb    in haversack
    Notes (2 sheets)                        0gp    0lb    in haversack
    Manacles                                0gp    2lb    in haversack
    oil of magic weapon (x2)               50gp    0.2lb
    potion of cure moderate wounds (3)      0gp    0.3lb    in haversack
    potion of resist energy (fire) 10 (4) 300gp    0.4lb    in haversack
    wand of cure light wounds              50gp    0.1lb
    light horse                            75gp
    riding saddle                          10gp   25lb    on light horse
    bit and bridle                          2gp    1lb    on light horse
    
    Total Weight: 55.7lb      Money: 1674gp  16sp  9cp
    Weight in haversack: 56.9lb
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                58   116   175   350   875
    
    Age: 23
    Height: 5'10"
    Weight: 168lb
    Eyes: Green
    Hair: Brown
    Skin: Tanned
    
    Cleric Spells Prepared (6/5+1/4+1/3+1/2+1: save DC 14 + level):
    0-create water (2), detect magic (2), guidance, mending;
    1-bless, divine favor, entropic shield (2), remove fear, sanctuary*;
    2-hold person, make whole, status, shield other*, summon monster II.
    3-dispel magic, fly*, magic circle against evil, magic vestment.
    4-dimension door*, dimensional anchor, divine power
    *Domain spell. Domains: Protection (Charlarn can generate a protective ward
    as a supernatural ability. Grant someone he touches a +7 resistance bonus
    on her next saving throw. Activating this power is a standard action. The
    protective ward is an abjuration effect with a duration of 1 hour that is
    usable once per day.), Travel (For a total time per day of 7 rounds,
    Charlarn can act normally regardless of magical effects that impede movement
    as if affected by the spell freedom of movement. This effect occurs auto-
    matically as soon as it applies, lasts until it runs out or is no longer
    needed, and can operate multiple times per day (up to 7 rounds). This
    granted power is a supernatural ability. Add Survival to his list of cleric
    class skills.
    Appearance: Charlarn is of average height and weight for a human. He likes to keep his brown hair short for ease of maintenance, but it tends to get long when he has been in the wilderness for awhile. His dully colored clothes and equipment are kept in good repair via mending spells.

    Background: Constantly restless, he is eager to learn new things and meet new people. When Charlarn is seated, his left leg bounces, unless he's playing his panpipes. His attention wanders, not usually focusing on any particular thing. (hence, no Concentration skill) He likes to be prepared for most eventualities, therefore he tends to overload his pack. The protection of travelers in wilderness areas is his primary concern. Those he meets on the road are given a quick blessing from Phyrah.

    Items Made:
    Scroll of cure light wounds (x2), caster level 1: 25 gp, 3 xp
    Scroll of cure light wounds (x5), caster level 1: 62.5 gp, 5 xp, 10 craft points
    Potion of cure moderate wounds: 150 gp, 12 xp, 30 craft points
    Scroll of cure light wounds (x5), caster level 1: 62.5 gp, 5 xp, 10 craft points
    Potion of cure light wounds, caster level 1 (x6): 150 gp, 12 xp, 30 craft points
    Potion of cure light wounds, caster level 1 (x2): 50 gp, 4 xp, 10 craft points
    Oil of magic weapon, caster level 1 (x2): 50 gp, 4 xp, 10 craft points

    Items Used:
    Ignatious & Sara's Wand of cure light wounds (4 charges, 1 charge, 5 charges, 1 charge, 6 charges, 8 charges, 1 charge, 23 charges.
    Charlarn's wand of cure light wounds (1 charge, 2 charges, 8 charges)

    Adventures:
    M1: Goblin Ears and the MTG by Manzanita with Irene, Tenebrynn, and Nurlan. 1925 XP and 17 gp, 6 sp, 5 cp.
    M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 1889 XP.
    M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 2,888 XP and 704 gp, 3 sp.
    Attack on the Bandit Camp by Patlin with Tenebrynn, Rinaldo, Ashnar, Sara, Ignatious, and Dioran. 1,400 XP and 762 gp, 5 sp.
    A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 1,370 XP.
    A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 2,480 XP. post lost in the server crash
    A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP post lost in the server crash
    A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP
    A Clash of Earth and Sea by Patlin with Ducane Grimm, Planus, Jack, Opale, and Ignatious. 750 XP
    A Clash of Earth and Sea by Patlin with Ducane Grimm, Ignatious, Opale, and Jack. [url=http://www.enworld.org/forum/showpost.php?p=3052305&postcount=957]1,500 XP
    A Clash of Earth and Sea by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,779 XP
    A Clash of Earth and Sea, Part II by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,543 XP
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 2,950 XP
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,225 XP
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 250 XP
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,458 XP and a potion of cure moderate wounds, magic chainmail, and a magic morningstar.
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,483 XP
    Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,600 XP, +1 inherent bonus to Wisdom, a chain shirt +1, a scroll of dismissal, 2,098 gp, and 6 sp.
    Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 9,000 gp
    Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 6,600 XP
    Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 1,600 XP
    Last edited by Steve Jung; Wednesday, 13th May, 2009 at 06:36 AM. Reason: wand charges

  • #73

    Fangor the Fierce

    Code:
    Name: Fangor the Fierce
    Class: Fighter
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Deity: None
    
    Str: 16 +3 (10p.)    Level: 1        XP: 0
    Dex: 14 +2 (6p.)     BAB: +1         HP: 13 (1d10+3)
    Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 0/0
    Int: 10 +0 (2p.)     Speed: 20'      Spell Res: 0
    Wis: 10 +0 (2p.)     Init: +6        Spell Save: +2
    Cha: 10 +0 (4p.)     ACP: -6         Spell Fail: 40%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +4    +2    +2    +0    +0    +0    18
    Touch: 12              Flatfooted: 16
    
                             Base   Mod  Misc  Total
    Fort:                      2    +3          +5
    Ref:                       0    +2          +2
    Will:                      0    +0          +0
    
    Weapon                  Attack   Damage     Critical
    Dwarven Waraxe            +5     1d10+3          x3
    Hammer                    +4     1d4+3           x2
      Thrown  20'             +3     1d4+3           x2
    Dagger                    +4     1d4+3      19-20x2
      Thrown  10'             +4     1d4+3      19-20x2
    Shortbow
      Bolts [20] 80'          +3     1d6             x3
    
    
    Languages: Dwarven, Commom
    
    Abilities: No Encumberance for Medium or Heavy Loads, Darkvision 60', 
    Weapon Familiarity Dwarven Waraxe, Urgosh (Treat as Martial Weapons), 
    Stonecunning (+2 to Search - Stone), Stability (+4 Save on Bull Rush or 
    Trip), +2 Save against Poison and Spells, +1 Attack Bonus against 
    Oorc/Goblin, +4 Dodge against Giants, +2 Appraise Stone /Metal, +2 Craft 
    Stone/Metal
    
    
    Feats: Weapon Focus Dwarven Waraxe, Improved Initiative
    
    Skill Points: 8        Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb                      4    +4    -6    +2
    Craft                      0    +0    +2    +2
    Handle Animal              0    +0          +0
    Intimidate                 0    +0          +0
    Jump                       4    +4    -6    +2
    Ride                       0    +2          +2
    Swim                       0    +4    -12   -8
    
    
    Equipment:               Cost  Weight
    Dwarven Waraxe           30gp    8lb
    Dagger                    2gp    1lb
    Light Hammer [2]          2gp    4lb
    Light Crossbow           35gp    4lb
    Bolts [20]                2gp    2lb
    Scale Mail               50gp   30lb
    Explorer's outfit         N/A    N/A
    Heavy Steel Shield       20gp   45lb
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Piece of chalk            1cp    N/A
    Flint and steel           1gp    N/A
    Trail rations [8]         4gp    8lb
    50' silk rope            10gp    5lb
    Grappling hook            1gp    4lb
    Signal whistle            8sp    N/A
    Small steel mirror       10gp  0.5lb
    Sunrod [4]                8gp    4lb
    Waterskin                 1gp    4lb
    Whetstone                 2cp    1lb
    Winter Blanket            5sp    3lb
    Bottle of Wine [2]        4gp    N/A
    Crowbar                   2gp    5lb
    Sack [Empty]              1sp  0.5lb
    Flask [Empty]             3cp  1.5lb 
    Belt Pouch                1gp  0.5lb
    Caltrops [2]              2gp    4lb
    Money                     N/A    N/A
    
    
    
    Total Weight:142lb      Money: 51gp  5sp  4cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               100   200   300   600   1500
    
    Age: 54
    Height: 4'3"
    Weight: 196lb
    Eyes: Green
    Hair: Orange
    Skin: Tanned and Tattooed
    Appearance: Fangor has tanned skin, from his travelling of the roads. His hair is usually braided in large matts and tied behind his neck to keep it out of his eyes in battle. He ran into a drifter a while back and paid some services to have his body tattooed with warding sysmbols. They are dark purple from the rare berries that were used. They cover his arms, chest, neck and back and he is proud of their symbolism. To him, they mark his manhood and solitude. He wields a family owned Dwarven Waraxe that bears his family symbol on the shaft.

    Background: Fangor is a wanderer. His homeland is only a vague memory in his mind, as he has travelled many miles to seek an adventure to master his skills. He was born in a small village that escapes his memories. He remembers his mother and her hearty laughter. But that is all. He is out to gain experience in battle, as he is on a quest for vengeance. His villlage was raided and razed, and he lost all of his family. Little is known of this, and all he remembers is that a hooded figure stood before his mother when she died. The hooded figure was a tall, slender being, with a scarlet ring on his left hand. He also had 6 fingers on this hand and that is what he seeks out. The 6 fingered hooded figure, to right all wrongs done against him. He is untrusting at times, unless you prove yourself in battle. With the loss of his family and his upbringing by local rangers, he has not grown to hate all Orc and Goblin as other Dwarfs. He still gets his bonus to attack them, but if they prove worthy, he will accompany them. He is not very well battle schooled, but he is eager to prove himself when the time arises. His growing thirst for wine has always drawn others to him, as he can sure put some fine ale away easily.
    Last edited by Fangor the Fierce; Wednesday, 10th March, 2004 at 03:26 PM.

  • #74
    LEW Judge
    Acolyte (Lvl 2)

    orsal's Avatar

    Join Date
    Jan 2004
    Location
    Toronto
    Posts
    2,309

    ψ Ignore orsal

    Sir Nurlan, human bard, singer extraordinaire, and Knight of Monemvassia

    Code:
    Name: Sir Nurlan, sometimes known as Nurlan Naibi
    Class: Bard 5 / Fighter 1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: None
     
    Str: 14 +2 (6p)		Level: 6	XP: 17,468
    Dex: 12 +1 (4p)		BAB: +4		HP: 31 (5d6+1d10)
    Con: 10 +0 (2p)		Grapple: +6	CP: 3150
    Int: 14 +2 (6p)		Speed: 30' on foot, 40' mounted 
    Wis: 10 +0 (2p)		Init: +1 
    Cha: 17 +3 (10p)	ACP: 0 
    Note: includes +1 Cha at level 4
    Charisma is 19 when wearing Ferdinand's Cloak
     
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+4	+0	+1	+0	+0	(+4 CE)	15 
    With Combat Expertise: 19
    Touch: 11 (15 with Combat Expertise) 
    Flatfooted: 14
     
    	Base	Mod	Misc	Total
    Fort:	+3	+0	.	+3
    Ref: 	 +4	+1	.	+5
    Will:	 +4	+0	.	+4
     
    Weapon		 Attack Damage	Critical
    MW scimitar	 +7	1d6+2	18/x2
    MW longspear	 +7	1d8+3	20/x3
    Composite longbow +5	1d8+2	20/x3
    * NB: if using Combat Expertise, subtract 4 from attack bonus
     
    Languages: Common, Draconic, Giant, Gnome, Elven, Halfling, Goblin, Celestial
    (1 native, 2 intelligence, 5 skill ranks)
     
    Abilities: Bardic Knowledge +7
    Bardic Music (5/day):
    countersong (up to 30', 10 rounds)
    fascinate (up to 90')
    inspire courage (+1 morale to attack, damage, saves vs. charm/fear)
    inspire competence (+2 to skills)
     
    Feats: Combat Expertise, Improved Disarm, Improved Feint, Rapid Reload, Stealthy
     
    Skill Points: 77 Max Ranks: 9/4.5
    Skills		Ranks	Mod	Misc	Total
    Balance		 2	+1	+2	+5	(1 rank cc)
    Bluff		 5	+3	.	+8    (+9 if wearing cloak)
    Decipher Script 8	+2	.	+10
    Diplomacy	4	+3	+2	+9    (+10 if wearing cloak)
    Disguise	 2	+3	(+2)	+5	(+7 if check made for acting in character, +6/+8 if wearing cloak)
    Hide		 2	+1	+2	+5
    Intimidate	0	+3	+2	+5    (+6 if wearing cloak)
    Jump		 2	+2	+2	+6
    Knowledge(arcana) 7	+2	.	+9
    Knowledge(religion) 1	+2	.	+3	(1 rank cc)
    Move Silently 	 2	+1	+2	+5
    Perform (song) 	 9	+3	.	+12    (+13 if wearing cloak)
    Ride		 1	+1	.	+2	(not cc)
    Sleight of Hand	8	+1	+2	+11
    Speak Language	5 (see above for list)
    Spellcraft	 1	+2	+2(4)	+5	(+7 deciphering spells on scrolls)
    Swim		 1	+2	.	+3
    Tumble		 5	+1	.	+6
    Use Magic Device 8	+3	(+2)	+11	(+13 if related to scrolls, +12/+14 if wearing cloak)
    Use Rope (cc)	1	+1	.	+2
    Synergy notes:
    Knowledge (arcana) gives +2 to all Spellcraft checks
    Use Magic Device gives +2 to Spellcraft checks to decipher spells on scrolls
    Decipher Script gives +2 to Use Magic Device checks involving scrolls
    Bluff gives +2 to Diplomacy, Intimidate, Sleight of Hand, and to Disguise checks for acting in character, 
    Tumble gives +2 to Jump and Balance checks
     
    Equipment: 		Cost	Weight
    Mithril chain shirt 	1100 gp 10 lb
    Explorers' outfit	10 gp	--
    Necklace of fireballs 1500 gp -- (5d6, 3d6, 2d6 spheres)
    MW scimitar		 --	4 lb
    MW longspear		 305 gp	9 lb
    Comp longbow, +2 STR	300 gp	3 lb
    10' pole		2 sp	8 lb
    
    Backpack		2 gp	2 lb
    Entertainer's outfit	--	4 lb
    Ferdinand's cloak(*2)	--	--
    20 arrows		1 gp	3 lb
    Spell pouch		5 gp	2 lb
    Wand of cure light wounds 750 gp    --    (50 charges)
    
    Light warhorse		--	--
    Saddle			 --	30 lb
    Bridle			--	1 lb
    Leather barding		--	30 lb
    Saddle bags		--	8 lb
    Tent			 10 gp	20 lb
    Bedroll			1 sp	5 lb
    Antitoxin                50 gp    --
    Tindertwig		1 gp	--
    Caltrops                1 gp    2 lb
    Grappling hook		1 sp	2 lb
    Ink (1 oz)		8 gp	--
    Inkpen			 1 sp	--
    Paper (5 sheets)	2 gp	--
    Bullseye lantern	12 gp	3 lb
    Silk rope (50')		10 gp	5 lb
    Signal whistle		8 sp	--
    Signet ring		5 gp	--
    Smokestick		20 gp	0.5 lb
    Soap			 5 sp	1 lb
    Tanglefoot bag        50 gp    4 lb
    Torch 			1 cp	1 lb
    Trail rations (1 day)	 1.5 gp	1 lb
    Potion: cat's grace    --    --
    Potion: invisibility   300 gp    --
    
    at the amphitheatre:
    Adamantine dagger        --    1 lb    (symbol of Monemvassian knighthood)
    
    (*2) a purple +2 cloak of charisma monogrammed with the initials FAJ,
    originally created 100 years ago for Ferdinand Ajax Jara of Monemvassia
     
    Money: 3262.68 gp
    - With Nurlan: 118 PP, 130 GP, 24 SP, 28 CP 
    - At the amphitheatre: 2600 GP
     
    Total weight including backpack: 45 lb (light)
    Total weight on horse: 113.5 lb 
    Nurlan's weight: 202.5 lb
    Total weight mounted: 361 lb (40' speed)
     
    Lgt Med Hvy Lift Push
    Max Weight: 58 116 175 350 875
     
    Bard Spells: 
    Level 0: 6 spells known, 3 per day, DC 13
    daze, flare, light, open/close, resistance, message, mending
    Level 1: 4 spells known, 4 per day, DC 14
    remove fear, charm person, expeditious retreat, feather fall
    Level 2: 3 spells known, 2 per day, DC 15
    invisibility, suggestion, animal messenger
     
    Mount: light warhorse "Lordy"
    equipment: saddle, bridle, leather barding 
    (gift from Kim Tensil, Nurlan's employer during part of adventures M1 and M2)
    Details: 
    Spoiler:
    Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 16 (-1 size, +1 Dex, +4 natural, +2 barding), touch 10, flat-footed 15 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run
    Description: Nurlan is tall (6') and heavyset (about 200 lb), with dark brown skin. He speaks with a self-assured manner and sings in a clear, deep bass voice. And yes, he sings. Often. He's acquired an extensive repertoire of songs from a wide range of cultures, and will come up with one appropriate to just about every occasion.

    Background: Nurlan grew up an orphan on the streets of the great imperial capital of Lhondaio. While begging he was befriended by a travelling minstrel, Shkarna, whose stories, songs and travelling experiences fascinated the boy. The minstrel, recognizing in young Nurlan the soul of a travelling entertainer, invited him to join him, along the way teaching him to sing, to read, etiquette, much lore, and a number of other life skills. For years they travelled all over the empire, singing and playing for their livelihood; along the way, Nurlan learned some fighting techniques as well as studying lore, languages, and arcana. Now a grown man, Nurlan wants to learn more lore and more songs from the wider world. He has therefore struck out on his own.

    In-game history: Although he often says he's more one to sing of heroism than to perform it, Nurlan has gotten pulled into some exciting, and harrowing, adventures. While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. He attracted the attention of royal advisors, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. However, in the final battle with the pretender, Nurlan himself was killed. Although he was raised to life again, the experience jolted him back from dangerous pursuits. For a while, he spent more time with his music, travelling the world, singing for anyone who will listen, learning more songs, hoping to find musicians to play with him, and -- when in Monemvassia -- running his new property, Irene's Amphitheatre (see below).

    He did, however, get pulled back into adventuring when the alarm was raised about the cult of the infamous lichwyrm and the threat of its return. He attended an ad-hoc council where he was assigned to lead the expedition for the Tempest Shard, one of seven pieces of the lichwyrm's phylactery. After some time travelling the Lands of Air in vain, his group accepted their failure, and returned to the Central Lands emptyhanded.

    Irene's Amphitheatre: As a reward or his service to the Crown, Nurlan was knighted, and granted an estate. He took it in the form of an amphitheatre outside the city where he can hold concerts and festivals. It is a spartan place, as he intends the music to be the main attraction. He intends to reopen it with a festival open to all musicians and music-lovers. It is named for an early adventuring companion, a halfling wizard who had charmed him with her sycophancy the first time he sang for her, but who did not return with the rest of them from the battle with Jezibel. (She did eventually make it back, but Nurlan does not know this.)
    details of Monemvassian estates
    From this post:
    Monemvassian Estates
    Description: You have been granted land or other estates by the Monemvassian crown. No matter what these are, you earn some money out of it. A Monemvassian knighthood cannot
    Requirements: Monemvassian knighthood (granted by the crown only), Estates in Monemvassia worth at least 500gp.
    Income: Every week, even when not actively attended, the character earns 1% of the estates value. When attended (ie a character is not on an adventure or on another job), the income is 1.5%.


    experience history:

    1925 from M1: Goblin Ears and the MTG
    1889+2888 from M2: In Search of Goblin HQ
    700]+3540+863 from M3: Assassins' Knot
    1497 + 1195 and counting from M4: Under the Volcano
    Reset to 12,500 total as a result of being raised from the dead
    2368 from the conclusion of M4: Under the Volcano
    2600 from Tempest Fugit


    accounting records

    17.65 gp from M1: Goblin Ears and the MTG
    17 sp given away during M2: In Search of Goblin HQ
    4299.01 gp (in addition to potion and scimitar) from M3: Assassins' Knot
    1763.03 GP plus a new wand of Cure Light Wounds from M4: Under the Volcano
    30 GP "commission" from Ironwolf.
    Amphitheatre income (15 GP/RL week when not on an adventure, 10 GP/RL week when on an adventure, beginning 1 Oct 2006.):
    1 Oct 2006 -- 1 Dec 2007: 15 GP/week x 61 weeks = 915 GP
    2 Dec 2007 -- 15 Nov 2008: 10 GP/week x 50 weeks = 500 GP
    16 Nov 2008 -- ??: 15 GP/week x ??
    Last edited by orsal; Friday, 5th December, 2008 at 07:25 AM. Reason: corrected skill total

  • #75
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    ψ Ignore Erekose13

    Sir Tenebrynn Glimmersight, Knight of Monemvassia

    Code:
    Name: Sir Tenebrynn Glimmersight, Knight of Monemvassia - Picture, Picture 2
    Class: Diviner/Fighter/Eldritch Knight (barred school: Necromancy)
    Race: Elf
    Size: Medium
    Gender: Male
    Alignment: LN
    Deity: Gliran
    Craft Points: 5689
    
    Str: 16 +3 (10p.)     Level: 5/1/4    XP: 53032
    Dex: 18 +4 (06p.)     BAB: +7/+2      HP: 64 (5d4+1d10+4d6+23)
    Con: 14 +2 (04p.)     Grapple: +10     Dmg Red: /-
    Int: 20 +5 (10p.+2)   Speed: 30'      Spell Res: -
    Wis: 08 -1 (00p.)     Init: +4        Spell Save: -
    Cha: 10 +0 (00p.+2)     ACP: -0         Spell Fail: -
    *unnamed Cha bonus from Deck of Many Things
    *Items: +2 Dex, +4 Con, +2 Int
    
    	Base  Armor Shld   Dex  Defl   Nat  Misc  Total
    Armor:	10    +8    +2    +4    +2    +2    +0    28
    Touch:  16 Flatfooted: 24
    
    	Base	Mod	Misc	Total
    Fort:	7	+2		+9
    Ref:	2	+4		+6
    Will:	5	-1		+4
    
    Weapon			Attack		Damage		Critical
    Quarterstaff*		+12/+7		2d6+4		20/x2
    Quarterstaff*(Double)	+10/+10/+5 	2d6+4/1d6+1/2d6+4 20/x2
    Dagger (adamantine)	+11/+6 		1d4+4		19-20/x2
    Longbow			+11/+6 		1d8		20/x3
    
    Languages: Common, Elf, Draconic, Undercommon, Goblin
    
    Abilities: +2 Spellcraft to learn Divination spells, Toad Familiar (+3hp),
    Immunity to magic sleep effects, and a +2 save bonus vs. enchantment effects 
    Low-Light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow) 
    An elf who merely passes within 5 feet of a secret or concealed door is 
    entitled to a Search check to notice it as if she were actively looking. 
    
    Feats: Scribe Scroll, Two-Weapon Fighting, Weapon Focus (quarterstaff),
    Two-weapon Trip, Craft Arms and Armor, Light Armor Optimization, 
    Armored Caster, Craft Wonderous Item
    
    Skill Points: 68       Max Ranks: 13/6.5
    Skills				Ranks	Mod	Misc	Total
    Listen				0	-1	+4	+3
    Search				1(cc)	+5	+2	+8
    Spot				0	-1	+4	+3
    Concentration			13	+2		+15
    Decipher Script			3	+5		+8
    Spellcraft			13(1cc)	+5	+2	+20
    Knowledge (arcana)		13(1cc)	+5		+18
    Knowledge (history)		5	+5		+10
    Knowledge (religion) 		5 	+5 		+10
    Knowledge (nature)		1 	+5 		+6
    Knowledge (the planes)		6 	+5 		+11
    Knowledge (dungeoneering)	1 	+5 		+6
    Knowledge (local)		2	+5		+7
    Ride				2	+4		+6
    
    Equipment:             Cost    Weight
    +1 flaming quarterstaff	8600gp	4lb
    +3 mithril chain shirt	10100gp	10lb
    +1 mithril animated buckler	9015gp	2.5lb
    *ring of protection +2	8000gp	*lb
    gloves of dexterity +2	4000gp	*lb
    amulet of health +4	16000gp	*lb
    headband of intellect +2	4000gp	*lb
    vest of natural armor +2	8000gp	*lb
    blessed book		12500gp	3lb
    backpack		2gp	2lb
    scrollcase		1gp	0.5lb
    ink			8gp	*lb
    3 inkpens		3sp	*lb
    beltpouch		1gp	0.5lb
    5 candles		5cp	*lb
    flint and steel		1gp	*lb(1)
    spell component pouch	5gp	2lb
    bedroll			1sp	5lb
    waterskin		1gp	4lb
    5 days trail rations	25sp	5lb
    dagger			2gp	1lb
    longbow			75gp	3lb
    20 arrows		1gp	3lb
    adamantine dagger	3002gp	1lb
    scroll 			250gp	*lb
    (silent image, comprehend languages, charm person, arcane lock)
    
    Total Weight:46.5lb      Money: 1982gp 4sp 0cp
    
                              Lgt   Med   Hvy  Lift  Push
    Max Weight:               76   153   230   460   1150
    
    Age: 99
    Height: 5'02"
    Weight: 98lbs
    Eyes: Black
    Hair: Black
    Skin: Pale
    
    Spells: base save DC = 15+spell level.
    
    Spells Memorized: 5/7/5/5/4 per day *1/spell level divination 
    caster level: 8
    0th - Detect Magic*, Light, Mage Hand, Message, Light
    1st - True Strike*, Ashnar's Spellstrike, Featherfall, Magic Missile x4
    2nd - Detech Thoughts*, Invisibility, Rope Trick, Scorching Ray x2
    3rd - Dispel Magic, Clairvoyance*, Fireball, Daylight, Fly
    4th - Scrying*, Black Tentacles, Wall of Ice, Mnemonic Enhancer


    Spellbook
    Spells in Blessed Book:
    ~Hyperlinked Spellbook~
    0TH-LEVEL - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
    1ST-LEVEL - Alarm, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ashnar's Mark, Ashnar's Sparkstrike, Disturb Equilibrium
    2ND-LEVEL - Arcane Lock, Protection from Arrows, Resist Energy, Acid Arrow, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Hideous Laughter, Touch of Idiocy, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Darkvision, Eagles Splendor, Foxs Cunning, Knock, Levitate, Owls Wisdom, Pyrotechnics, Rope Trick, Whispering Wind, Ashnar's Athleticate Augmentation, Ashnar's Pyromagical Enhancement, Lesser, Ashnar's Fiery Shackles, Ashnar's Shield Swarm
    3RD-LEVEL - Dispel Magic, Explosive Runes, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Hold Person, Daylight, Fireball, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Major Image, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
    4TH-LEVEL - Arcane Eye, Black Tentacles, Dimension Door, Locate Creature, Scrying, Confusion, Wall of Fire, Wall of Ice, Invisibility, Greater, Mnemonic Enhancer, Stoneskin
    5TH-LEVEL - Telekinesis, Telepathic Bond



    Background
    Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.

    Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.

    In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
    *stolen librally from Nurlan.

    Draws from Deck of Many Things:
    • A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
    • The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
    • Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
    • An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)


    XP Log
    M1 - Goblin Ears and the MTG +1925
    Scribed 6 1st level scrolls -6
    M2 - The Search for the Goblin HQ +1889 +2888
    Scribed 7 1st level spells -7
    Scribed 3 1st level spells -3
    Attack on the Bandit Camp+1400
    M3 - Assassin's Knot +700 +2660 +863
    M4 - Under the Volcano +1497 +1195 +750 +2381
    Scribed 3 1st level spells & 1 2nd level spell -9
    Crafted quarterstaff, armor, shield -80
    The Crux of the Matter +1080 +1800 +1500 +725 +250 +1000 +9250 +6400 +750* + +2750
    11 DM Credits at 7th level +3850
    1 Dm Credit at 9th level +400
    * Amount advanced prior to completion of adventure.
    Crafted Items -2224
    Peregrinations of the Shard +4450 +3000


    GP Log
    Code:
    Adventure		Gained	Spent	Total	Notes
    Scribed scroll		0 	75	-750
    Scribed scroll		0	87.5	-162.5	
    Scribed scroll 		0	37.5	-200	
    M3 - Assassin's Knot	4598.74	3120 	1278.74	treasure
    M3 - Assassin's Knot 	1120	0	2398.74	Arness' Spellbook
    M4 - Under the Volcano 	0	712.5	1686.24	masterwork quarterstaff
    M4 - Under the Volcano	8763.23	6420	4029.47	spells and quarterstaff
    Craft Armor		0	2115	1914.47
    Crux of the Matter 	0	450	1464.47	spell
    Scribed scroll 		0	112.5	1351.97
    Adjustment 		0	946.3	405.67	spells & sundries
    Adjustment	0	-25	380.67	for missed Arcane Lock material component
    Crux of the Matter	15000	0	15380.67	
    Wizard's Tower Income	762.5	0	16143.17	
    *(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
    *(12.5gp/week starting Oct. 1/2006)
    Gem from Deck		0	3494.23	18025.4
    Crafting in CotM	17668	0	357.4
    Wizard's Tower Income 625	0	982.4
    *(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
    Crafting in Inn		1000	0	1982.4


    Craft Log
    Level 10 = 8250
    Scribe Scroll +500
    Craft Arms and Armor +2500
    Craft Wonderous Item +1500
    Scribed 6 1st level spells -12
    Scribed 7 1st level spells -18
    Scribed 3 1st level spells -8
    Scribed 3 1st level spells & 1 2nd level spell -23
    Crafted armor, shield -200
    Crafted Gear for party (including own quarterstaff) -1200
    Craft Gear -5200
    Crafting for Rhys -400


    Edit Log
    5th level: Wizard Level (4)
    +1 Bab, +1 Will, +500 craft points, +1HD (3hp); +5 Skill points (Concentration, Knowledge (religion, the planes, nature, dungeoneering)); Learned Alter Self, Detect Thoughts; Spells Per Day increased (0/1/1);

    6th level: Wizard Level (5)
    +3250 craft points, +1HD (3hp); +5 Skill points (concentration, knowledge(arcana)x2, spellcraftx2; Gained Craft Arms and Armor (5th level wizard), Light Armor Optimization (6th level); Learned Clairvoyance, Fireball; Spells Per Day increased (0/0/0/3);

    7th level: Eldritch Knight Level (1)
    +1 Bab, +2 Fort, +1050 craft points, +1HD (4hp); +5 Skill points (concentration, knowledge(arcana), knowledge(planes)x2, spellcraft; Gained Armored Caster (1th level Eldritch Knight);

    Retroactive changes to allow for newly made feats:
    Change Fighter 1 bonus feat to Light Armor Optimization.
    Change L6 feat to Armored Caster.
    Change Eldritch Knight 1 bonus feat to Two-Weapon Trip.

    8th level: Eldritch Knight Level (2)
    +1 Bab, +1 Fort, +1200 craft points, +1HD (5hp); +1 Int; +6 Skill points (concentration, knowledge(arcana), knowledge(planes)x3, spellcraft; Learned Eagle's Splendor, Displacement; Spells Per Day increased (0/0/1/1);

    9th level: Eldritch Knight Level (3)
    +1 Bab, +1 Ref, +1 Will, +2850 craft points, +1HD (4hp); +6 Skill points (Knowledge (history)*2, Knowledge(religion)*3); Learned Haste, Scrying; Spells Per Day increased (0/1/0/0/3); Gained Craft Wonderous Item;

    10th level: Eldritch Knight Level (4)
    +1 Bab, +1 Fort, +1500 craft points, +1HD (4hp); +6 Skill points (Knowledge (arcana)*2, Concentration*2, Spellcraft*2); Learned x,x; Spells Per Day increased (0/0/0/1/1);


    Animals
    TOAD
    Diminutive Magical Beast
    Hit Dice: 10 (22 hp)
    Initiative: +1
    Speed: 5 ft. (1 square)
    Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
    Base Attack/Grapple: +7/–10
    Attack: —
    Full Attack: —
    Space/Reach: 1 ft./0 ft.
    Special Attacks: —
    Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
    Saves: Fort +7, Ref +3, Will +7
    Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
    Skills: Hide +21, Listen +4, Spot +4
    Feats: Alertness;
    Environment: Temperate marshes
    Organization: Swarm (10–100)
    Challenge Rating: 1/10
    Advancement: —
    Level Adjustment: —
    These diminutive amphibians are innocuous and beneficial, since they eat insects.
    Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

    WARHORSE, LIGHT
    Large Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+9
    Attack: Hoof +4 melee (1d4+3)
    Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Advancement: —
    Level Adjustment: —
    These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
    Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.


    L11 Version
    Code:
    Name: Sir Tenebrynn Glimmersight, Knight of Monemvassia - Picture, Picture 2
    Class: Diviner/Fighter/Eldritch Knight (barred school: Necromancy)
    Race: Elf
    Size: Medium
    Gender: Male
    Alignment: LN
    Deity: Gliran
    Craft Points: 7339
    
    Str: 16 +3 (10p.)     Level: 5/1/5    XP: 57032
    Dex: 18 +4 (06p.)     BAB: +8/+3      HP: 69 (5d4+1d10+5d6+25)
    Con: 14 +2 (04p.)     Grapple: +11     Dmg Red: /-
    Int: 20 +5 (10p.+2)   Speed: 30'      Spell Res: -
    Wis: 08 -1 (00p.)     Init: +4        Spell Save: -
    Cha: 10 +0 (00p.+2)   ACP: -0         Spell Fail: -
    *unnamed Cha bonus from Deck of Many Things
    *Items: +2 Dex, +4 Con, +2 Int
    
    	Base  Armor Shld   Dex  Defl   Nat  Misc  Total
    Armor:	10    +8    +2    +4    +2    +2    +0    28
    Touch:  16 Flatfooted: 24
    
    	Base	Mod	Misc	Total
    Fort:	7	+2		+9
    Ref:	2	+4		+6
    Will:	5	-1		+4
    
    Weapon			Attack		Damage		Critical
    Quarterstaff*		+13/+8		2d6+4		20/x2
    Quarterstaff*(Double)	+11/+11/+6 	2d6+4/1d6+1/2d6+4 20/x2
    Dagger (adamantine)	+12/+7 		1d4+4		19-20/x2
    Longbow			+12/+7 		1d8		20/x3
    
    Languages: Common, Elf, Draconic, Undercommon, Goblin
    
    Abilities: +2 Spellcraft to learn Divination spells, Toad Familiar (+3hp),
    Immunity to magic sleep effects, and a +2 save bonus vs. enchantment effects 
    Low-Light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow) 
    An elf who merely passes within 5 feet of a secret or concealed door is 
    entitled to a Search check to notice it as if she were actively looking. 
    
    Feats: Scribe Scroll, Two-Weapon Fighting, Weapon Focus (quarterstaff),
    Two-weapon Trip, Craft Arms and Armor, Light Armor Optimization, 
    Armored Caster, Craft Wonderous Item
    
    Skill Points: 75       Max Ranks: 14/7
    Skills				Ranks	Mod	Misc	Total
    Listen				0	-1	+4	+3
    Search				1(cc)	+5	+2	+8
    Spot				0	-1	+4	+3
    Concentration			14	+2		+16
    Decipher Script			3	+5		+8
    Spellcraft			14(1cc)	+5	+2	+21
    Knowledge (arcana)		14(1cc)	+5		+19
    Knowledge (history)		5	+5		+10
    Knowledge (religion) 		5 	+5 		+10
    Knowledge (nature)		3 	+5 		+8
    Knowledge (the planes)		6 	+5 		+11
    Knowledge (dungeoneering)	1 	+5 		+6
    Knowledge (local)		2	+5		+7
    Ride				2	+4		+6
    
    Equipment:             Cost    Weight
    +1 flaming quarterstaff	8600gp	4lb
    +3 mithril chain shirt	10100gp	10lb
    +1 mithril animated buckler	9015gp	2.5lb
    *ring of protection +2	8000gp	*lb
    gloves of dexterity +2	4000gp	*lb
    amulet of health +4	16000gp	*lb
    headband of intellect +2	4000gp	*lb
    vest of natural armor +2	8000gp	*lb
    blessed book		12500gp	3lb
    backpack		2gp	2lb
    scrollcase		1gp	0.5lb
    ink			8gp	*lb
    3 inkpens		3sp	*lb
    beltpouch		1gp	0.5lb
    5 candles		5cp	*lb
    flint and steel		1gp	*lb(1)
    spell component pouch	5gp	2lb
    bedroll			1sp	5lb
    waterskin		1gp	4lb
    5 days trail rations	25sp	5lb
    dagger			2gp	1lb
    longbow			75gp	3lb
    20 arrows		1gp	3lb
    adamantine dagger	3002gp	1lb
    scroll 			250gp	*lb
    (silent image, comprehend languages, charm person, arcane lock)
    
    Total Weight:46.5lb      Money: 1982gp 4sp 0cp
    
                              Lgt   Med   Hvy  Lift  Push
    Max Weight:               76   153   230   460   1150
    
    Age: 99
    Height: 5'02"
    Weight: 98lbs
    Eyes: Black
    Hair: Black
    Skin: Pale
    
    Spells: base save DC = 15+spell level.
    
    Spells Memorized: 5/7/6/5/4/3 per day *1/spell level divination 
    caster level: 8
    0th - Detect Magic*, Light, Mage Hand, Message, Light
    1st - True Strike*, Ashnar's Spellstrike, Featherfall, Magic Missile x4
    2nd - Detech Thoughts*, Invisibility, Rope Trick, Scorching Ray x3
    3rd - Dispel Magic, Clairvoyance*, Fireball, Daylight, Fly
    4th - Scrying*, Black Tentacles, Wall of Ice, Mnemonic Enhancer
    5th - Telepathic Bond*, Teleport, Cone of Cold


    Spellbook
    Spells in Blessed Book:
    ~Hyperlinked Spellbook~
    0TH-LEVEL - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
    1ST-LEVEL - Alarm, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ashnar's Mark, Ashnar's Sparkstrike, Disturb Equilibrium
    2ND-LEVEL - Arcane Lock, Protection from Arrows, Resist Energy, Acid Arrow, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Hideous Laughter, Touch of Idiocy, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Darkvision, Eagles Splendor, Foxs Cunning, Knock, Levitate, Owls Wisdom, Pyrotechnics, Rope Trick, Whispering Wind, Ashnar's Athleticate Augmentation, Ashnar's Pyromagical Enhancement, Lesser, Ashnar's Fiery Shackles, Ashnar's Shield Swarm
    3RD-LEVEL - Dispel Magic, Explosive Runes, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Hold Person, Daylight, Fireball, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Major Image, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
    4TH-LEVEL - Arcane Eye, Black Tentacles, Dimension Door, Locate Creature, Scrying, Confusion, Wall of Fire, Wall of Ice, Invisibility, Greater, Mnemonic Enhancer, Stoneskin
    5TH-LEVEL - Telekinesis, Telepathic Bond, Teleport, Cone of Cold



    Background
    Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.

    Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.

    In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
    *stolen librally from Nurlan.

    Draws from Deck of Many Things:
    • A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
    • The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
    • Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
    • An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)


    XP Log
    M1 - Goblin Ears and the MTG +1925
    Scribed 6 1st level scrolls -6
    M2 - The Search for the Goblin HQ +1889 +2888
    Scribed 7 1st level spells -7
    Scribed 3 1st level spells -3
    Attack on the Bandit Camp+1400
    M3 - Assassin's Knot +700 +2660 +863
    M4 - Under the Volcano +1497 +1195 +750 +2381
    Scribed 3 1st level spells & 1 2nd level spell -9
    Crafted quarterstaff, armor, shield -80
    The Crux of the Matter +1080 +1800 +1500 +725 +250 +1000 +9250 +6400 +750* + +2750
    11 DM Credits at 7th level +3850
    1 Dm Credit at 9th level +400
    * Amount advanced prior to completion of adventure.
    Crafted Items -2224
    Peregrinations of the Shard +4450 +3000
    10 DM Credits at 10th level +4000


    GP Log
    Code:
    Adventure		Gained	Spent	Total	Notes
    Scribed scroll		0 	75	-750
    Scribed scroll		0	87.5	-162.5	
    Scribed scroll 		0	37.5	-200	
    M3 - Assassin's Knot	4598.74	3120 	1278.74	treasure
    M3 - Assassin's Knot 	1120	0	2398.74	Arness' Spellbook
    M4 - Under the Volcano 	0	712.5	1686.24	masterwork quarterstaff
    M4 - Under the Volcano	8763.23	6420	4029.47	spells and quarterstaff
    Craft Armor		0	2115	1914.47
    Crux of the Matter 	0	450	1464.47	spell
    Scribed scroll 		0	112.5	1351.97
    Adjustment 		0	946.3	405.67	spells & sundries
    Adjustment	0	-25	380.67	for missed Arcane Lock material component
    Crux of the Matter	15000	0	15380.67	
    Wizard's Tower Income	762.5	0	16143.17	
    *(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
    *(12.5gp/week starting Oct. 1/2006)
    Gem from Deck		0	3494.23	18025.4
    Crafting in CotM	17668	0	357.4
    Wizard's Tower Income 625	0	982.4
    *(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
    Crafting in Inn		1000	0	1982.4


    Craft Log
    Level 11 = 9900
    Scribe Scroll +500
    Craft Arms and Armor +2500
    Craft Wonderous Item +1500
    Scribed 6 1st level spells -12
    Scribed 7 1st level spells -18
    Scribed 3 1st level spells -8
    Scribed 3 1st level spells & 1 2nd level spell -23
    Crafted armor, shield -200
    Crafted Gear for party (including own quarterstaff) -1200
    Craft Gear -5200
    Crafting for Rhys -400


    Edit Log
    5th level: Wizard Level (4)
    +1 Bab, +1 Will, +500 craft points, +1HD (3hp); +5 Skill points (Concentration, Knowledge (religion, the planes, nature, dungeoneering)); Learned Alter Self, Detect Thoughts; Spells Per Day increased (0/1/1);

    6th level: Wizard Level (5)
    +3250 craft points, +1HD (3hp); +5 Skill points (concentration, knowledge(arcana)x2, spellcraftx2; Gained Craft Arms and Armor (5th level wizard), Light Armor Optimization (6th level); Learned Clairvoyance, Fireball; Spells Per Day increased (0/0/0/3);

    7th level: Eldritch Knight Level (1)
    +1 Bab, +2 Fort, +1050 craft points, +1HD (4hp); +5 Skill points (concentration, knowledge(arcana), knowledge(planes)x2, spellcraft; Gained Armored Caster (1th level Eldritch Knight);

    Retroactive changes to allow for newly made feats:
    Change Fighter 1 bonus feat to Light Armor Optimization.
    Change L6 feat to Armored Caster.
    Change Eldritch Knight 1 bonus feat to Two-Weapon Trip.

    8th level: Eldritch Knight Level (2)
    +1 Bab, +1 Fort, +1200 craft points, +1HD (5hp); +1 Int; +6 Skill points (concentration, knowledge(arcana), knowledge(planes)x3, spellcraft; Learned Eagle's Splendor, Displacement; Spells Per Day increased (0/0/1/1);

    9th level: Eldritch Knight Level (3)
    +1 Bab, +1 Ref, +1 Will, +2850 craft points, +1HD (4hp); +6 Skill points (Knowledge (history)*2, Knowledge(religion)*3); Learned Haste, Scrying; Spells Per Day increased (0/1/0/0/3); Gained Craft Wonderous Item;

    10th level: Eldritch Knight Level (4)
    +1 Bab, +1 Fort, +1500 craft points, +1HD (5hp); +6 Skill points (Knowledge (arcana)*2, Concentration*2, Spellcraft*2); Learned Locate Creature, Dimension Door; Spells Per Day increased (0/0/0/1/1);

    11th level: Eldritch Knight Level (5)
    +1 Bab, +1650 craft points, +1HD (5hp); +7 Skill points (Knowledge (arcana)*1, Concentration*1, Spellcraft*1, Knowledge (nature)*3); Learned Teleport, Cone of Cold; Spells Per Day increased (0/0/1/0/0/3);


    Animals
    TOAD
    Diminutive Magical Beast
    Hit Dice: 10 (22 hp)
    Initiative: +1
    Speed: 5 ft. (1 square)
    Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
    Base Attack/Grapple: +7/–10
    Attack: —
    Full Attack: —
    Space/Reach: 1 ft./0 ft.
    Special Attacks: —
    Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
    Saves: Fort +7, Ref +3, Will +7
    Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
    Skills: Hide +21, Listen +4, Spot +4
    Feats: Alertness;
    Environment: Temperate marshes
    Organization: Swarm (10–100)
    Challenge Rating: 1/10
    Advancement: —
    Level Adjustment: —
    These diminutive amphibians are innocuous and beneficial, since they eat insects.
    Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

    WARHORSE, LIGHT
    Large Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+9
    Attack: Hoof +4 melee (1d4+3)
    Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Advancement: —
    Level Adjustment: —
    These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
    Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
    Last edited by Erekose13; Tuesday, 17th February, 2009 at 10:48 PM. Reason: adjusted for crafting/spell swap in the inn
    Erekose13
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  • #76
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    I Defended The Walls! WotBS ZEITGEIST

    ψ Ignore hbarsquared
    Code:
    Name: Adamant Bohaven
    Class: Ranger
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Chaotic Good
    Deity: --
    
    Str: 12 +1 ( 6p.)     Level: 1        XP: 0
    Dex: 17 +3 ( 8p.)     BAB: +1         HP: 11 (1d10+1)
    Con: 13 +1 ( 5p.)     Grapple: -2     Dmg Red: none
    Int: 12 +1 ( 4p.)     Speed: 20'      Spell Res: none
    Wis: 14 +2 ( 6p.)     Init: +3        Spell Save: none
    Cha:  9 -1 ( 1p.)     ACP: -1         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +3    +1    +0    +0    17
    Touch: 14              Flatfooted: 14
    
                             Base   Mod  Misc  Total
    Fort:                     +2    +1    +1    +4
    Ref:                      +2    +3    +1    +6
    Will:                     +0    +2    +1    +3
    
    Weapon                  Attack   Damage     Critical
    Rapier (Small)            +5      1d4+1    18-20/x2
    Handaxe (Small)           +5      1d4+1          x3
    Short sword (Small)       +5      1d4+1    19-20/x2
    Light pick (Small)        +5      1d3+1          x4
    Dagger (Small)            +5      1d3+1    19-20/x2
    Longbow (Small)           +5        1d6          x3
    
    Languages: Common, Halfling, Elven
    
    Abilities: +2 racial bonus on Climb, Jump, and Move Silently checks
               +1 racial bonus on all saving throws
               +2 morale bonus on saving throws against fear
               +1 racial bonus on attack rolls with thrown weapons and slings
               +2 racial bonus on Listen checks
               Favored enemy, humanoid (reptilian):
                  +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
                  +2 bonus on weapon damage rolls
               Wild empathy (1d20+1 for animals, 1d20-3 for magical beasts)
    
    Feats: Track (ranger)
           Weapon Finesse (1st-level)
    
    Skill Points: 28       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb                      2    +1   +2 -1  +4
    Hide                       4    +3   +4 -1 +10
    Jump                       2    +1   +2 -1  +4
    Knowledge (nature)         2    +1          +3
    Listen                     4    +2   +2     +8
    Move Silently              4    +3   +2 -1  +8
    Profession (tanner)        1    +2          +3
    Search                     1    +1          +2
    Spot                       4    +2          +6
    Survival                   4    +2          +6
    
    Equipment:               Cost  Weight
    Rapier (S)               20gp    1lb
    Handaxe (S)               6gp  1.5lb
    Short sword (S)          10gp    1lb
    Light pick (S)            4gp  1.5lb
    4 daggers (S)             8gp    2lb
    Longbow (S)              75gp  1.5lb
    Studded Leather (S)      25gp   10lb
    Backpack                  2gp   .5lb
     3 candles                3cp   
     Flint and steel          1gp
     Ink vial                 8gp
     Inkpen                   1sp
     Journal                 15gp    3lb
     4 trail rations          2gp    1lb
     Waterskin (full)         1gp    1lb
     Whetstone                2cp    1lb
    4 sunrods                 8gp    4lb
    Potion of
     cure light wounds       50gp
    
    Total Weight:29lb      Money: 4gp 8sp 5cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                32    64    97   194   485
    
    Age: 30
    Height: 3'2"
    Weight: 36lb
    Eyes: gray
    Hair: dark brown
    Skin: olive
    Appearance:

    While most halflings might seem almost perpetually joyful, never without a smile or a witty remark, Adamant retains a look of grim determination on his unshaven face. Dark hair frames his face, which he ignores when it catches on his stubble or covers his eyes. Every step he takes is with supreme purpose and focus, his ears always pricked, his intense storm-gray eyes always scanning. He may have to crane his neck to speak with most others twice his height, yet somehow, he always seems to be the same height, looking at others directly, and right into their eyes.

    Background:

    Adamant had trained for years in preparation to become a clanwarden of his small halfling community. The Wardens, a small and elite force, protected their friends and families from bandits, marauders, and wandering beasts. To join their ranks, one must pass the test of search, survival, and stealth. A dire boar, captured and then released into the surrounding woods at night, would undoubtedly leave a trail. Upon waking the following morning, it was Adamant's task to track, find, and capture the creature by nightfall. He plunged into the trees, confident in his abilities, and immediately identifying the boar's trail. Fates, however, rallied against him. A freak storm broke, washing away the boar's trail, washing it away to practically nothing. Still, Adamant plodded on, seeing a tuft of hair here, catching a whiff of the animal there. Finally, as his deadline approached and the sun began to set, he found the boar feasting on its own meal. Adamant withdrew his bow, knocked an arrow, and shot the creature clean through its neck. Grinning, Adamant returned home, his prize slung across his shoulders, hardly noticing the buckling of his knees beneath the animal's weight.

    Adamant returned home to discover he had caught the wrong prey.

    The boar Adamant had been sent to track had been especially marked on one of its hooves, detectable only through arcane magic. No such mark appeared on the boar Adamant had brought. Not only had he failed his test, but some began to suspect he had not tried at all, that he had downed the first he had come across, that he had cheated. Adamant protested, requested another chance, but he was declined. He would never be elgible again: he had lost his chance.

    Adamant's dream had shattered. What's more, no one looked him straight into his eyes again, doubting him. Adamant spent more time in the woods, away from the narrowed eyes, the shakes of heads. Eventually, he realized he was not even missed in his community when he spent days, even weeks, meditating in the wild. One day, without saying good-bye, he simply left in search of a community that might accept him.
    Last edited by hbarsquared; Tuesday, 30th March, 2004 at 07:44 AM.

  • #77
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    Novice (Lvl 1)

    wolfheart's Avatar

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    ψ Ignore wolfheart
    Code:
    Name: Jairik Amakiir
    Class: Bard
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral 
    Deity: Phyrah
    
    Str: 14 +2 ( 6p.)     Level: 1        XP:    0
    Dex: 14 +2 ( 6p.)     BAB: +0         HP:   7 (1d6+1)
    Con: 12 +1 ( 4p.)     Grapple: +2     Dmg Red: XX/XXXX
    Int: 12 +1 ( 4p.)     Speed: 30'      Spell Res: na
    Wis: 10 +0 ( 2p.)     Init: +2        Spell Save: +0
    Cha: 15 +2 ( 8p.)     ACP: -1         Spell Fail:  0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +3    +0    +2    +0    +X    +X    15
    Touch: 12             Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                  0    +1          +1
    Ref:                   2    +2          +4
    Will:                  2    +0          +2
    
    Weapon                  Attack   Damage     Critical
    Composite Short Bow          +2     1d6*          x3
    Longsword                    +2     1d8+2       19-20x2
    Dagger                       +2     1d4+2*      19-20x2
    Darts (4)                    +2     1d4+2*        x2
                                * +1 atk, dam within 30 ft.
    
    Languages: Common, Ignan, Auran, Draconic
    
    Abilities: Spells: per day 2 (0-lvl)  save DC 12
                              spells known: 0-lvl: Detect Magic, Lullaby, Message, Read Magic
    
                      Bardic Knowledge: (lvl+ Int) +2
    
                      Bardic Music:  times/day 1
                                     - countersong
                                     - fascinate
                                     - inspire courage +1
    
    Feats: Point Blank Shot
                  Precise Shot
    
    Skill Points: 32       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Bluff                         2    +2          +4
    Concentration                 2    +1          +3
    Craft (bowmaking)             2    +1          +3
    Decipher Script               1    +1          +2
    Diplomacy                     1    +2          +3
    Gather Information            2    +2          +4
    Hide                          1    +2          +3
    Knowledge (Arcana)            1    +1          +2
    Knowledge (History)           4    +1          +5
    Knowledge (Local)             2    +1          +3
    Move Silently                 1    +2   -1     +2
    Perform (Sing)                3    +2          +5
    Perform (Oratory)             4    +2          +6
    Prof. (Inkeeper)              1     0          +1
    Sense Motive                  2     0          +2
    Use Magic Device              1    +2          +3
    
    Equipment:               Cost  Weight
    Studded Leather             25gp   20lb                         
    Composite Short Bow (+0)    75gp    2lb
    Longsword                   15gp    4lb
    Dagger                       2gp    1lb
    Darts (4)                   20sp    2lb
    Quiver w/ 60 arrows          3gp    9lb
    Explorer's outfit            --      --
    Backpack                     2gp    2lb
    Bedroll                      1sp    5lb
    Winter Blanket               5sp    3lb
    Caltrops (1 bag)             1gp    2lb
    Flint and Steel              1gp     --
    Pipe w/tobacco               8sp     --
    Belt Pouch                   1gp   1/2lb
    Sack (2)                     2sp    1lb
    Waterskin (2)                2gp    8lb
    Whetstone                    2cp    1lb
    Sunrod (2)                   4gp    2lb
    Small Steel Mirror          10gp   1/2lb
    Wooden Holy Symbol           1gp     --
    Trail Rations (2 days)       1gp    2lb
    
    
    Total Weight:65lb      Money: 14gp 12sp 18cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:             58   116   175   350   875
    
    Age: 24
    Height: 6'01"
    Weight: 195lb
    Eyes: Blue
    Hair: Black
    Skin: Dusky
    Appearance: His medium length hair is black with a shock of white over his right eye. He wears a short, neatly trimmed beard. His eyes are a deep and lusty blue that burn with a mischievous fire. His angular features look almost regal. He is broud-shouldered and lean.


    Background: Jairik's father is an innkeeper and taverner of great means. His establishments are frequented by the wealthy and influential of the region. Jairik found the tales and intigues of the guests more exciting than the running of the inns. He would listen to endless stories and ballads,
    discuss the fundamentals of arcane magic, and smooth over debates between visiting dignitaries. His father soon realized that his son would not be happy, nor proficient, as an innkeeper. He arranged for tutors to teach him, and allowed him to travel with a bard from the west, Mielkos. During their journies, Jairik learned of many lost treasures and antiquities. He has made it his passion to recover these things and garner the wealth and fame that come with such accomplishments.
    Attached Files Attached Files
    Last edited by wolfheart; Saturday, 24th April, 2004 at 05:19 AM. Reason: money spent

  • #78
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    Defender (Lvl 8)

    Krug's Avatar

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    ψ Ignore Krug

    Laitra Ogrash

    Code:
    Name: Laitra Orgrash
    Class: Barbarian
    Race: Half-Orc
    Size: Medium
    Gender: Female
    Alignment: Neutral
    Deity: Mongrel
    
    Str: 18 +4 (10p.)     Level: 1        XP: 0
    Dex: 14 +2 (6p.)     BAB: +1         HP: 14 (1d12+2)
    Con: 14 +2 (6p.)     Grapple: +X     Dmg Red: 0/0
    Int: 8 -1 (3p.)     Speed: 40'      Spell Res: XX
    Wis: 9 -1 (1p.)     Init: +2        Spell Save: +X
    Cha: 9 -1 (4p.)     ACP: -1         
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +3    +0    +2    +0    +0    +0    15
    Touch: 12              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      2    +2          +4
    Ref:                       0    +2          +2
    Will:                      0    -1          -1
    
    Weapon                  Attack   Damage     Critical
    Greataxe                +6     1d12+4     X3
    Shortbow                    +3     1d6     X3 Range: 60'
    Spear                     +5     1d8+4     X3 Range: 20'
    Dagger                     +4     1d6+4     19-20/X2 Range: 10'
    
    Languages: Common, Orcish
    
    Abilities: Darkvision 60', Rage, Fast Movement
    
    Feats: Weapon Focus (Greataxe)
    
    Skill Points: 12       Max Ranks: 4/4
    Skills                   Ranks  Mod  Misc  Total
    Climb                       2    +2          +4
    Hide                     1    +2          +3
    Jump                       1    +4          +5
    Ride                      1    +2          +3
    Handle Animal             1    -2          -1
    Spot                      1    -1           0
    Survival                  1    -1           0
    Swim                      1    +4          +5
    
    Equipment:               Cost  Weight
    Studded Leather Armor                   25gp   20lb
    Backpack                    2gp   2lb
    Bedroll                   1sp   5lb
    Quiver of 20 arrows                    1gp   3lb
    Greataxe                  20gp   12lb 
    Shortbow                  30gp   2lb
    Spear                     2gp    6lb
    Knife                     2gp    1 lb
    Rations (7)             3.5gp    7 lb
    Rope, Hemp            1gp       10lb
    Total Weight:51lb      Money: 2gp 4sp 17cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               100  200   300   600   1500
    
    Age: 16
    Height: 6'4"
    Weight: 400lb
    Eyes: Gray
    Hair: Blond, Curly pigtails
    Skin: Green
    Appearance: Laitra is attired in a worn piece of studded leather chainmail. She clutches her Greataxe close to her. Her dirty pigtails swing around her head.

    Background: The product of a rape or experiment, Laitra was raised by a band of orcs and her great strength was apparent from the start. Trained as a warrior, she went up the ranks swiftly. However, the attention of an orcish lieutenant and an encounter with a kindly blind hermit made her flee the tribe. She wanders the realms looking for adventure, determined to make a name for herself. Her only companion is Skrindal, a squirrel, whom she feeds with nuts and raisins. She believes it's the reincarnation of a great Orcish shaman.
    Avatar by Sialla

  • #79
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    ψ Ignore jtone

    Jaret, cleric of Chennet'

    Code:
    Name: Jaret
    Class: Cleric
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: NG
    Deity: Chennet'
    
    Str: 14 +2 (6p.)     Level: 1        XP: 0
    Dex: 10 +0 (2p.)     BAB: +0         HP: 10 (1d8+2)
    Con: 14 +2 (6p.)     Grapple: +2     Dmg Red: 0/0
    Int: 11 +0 (3p.)     Speed: 30'      Spell Res: 0
    Wis: 16 +3 (10p.)    Init: +0        Spell Save: +0
    Cha: 11 +0 (3p.)     ACP: -0         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:	   10	    +2    +0	 +0   +0    +0    +0	12
    Touch:	   10              Flatfooted: 12
    
                             Base   Mod  Misc  Total
    Fort:		 2	   +2          +4
    Ref:		 0	   +0          +0
    Will:		 2	   +3          +5
    
    Weapon                  Attack	       Damage     Critical
    Greataxe                  +3(0BAB+2Str*1.5)	       1d12+2	  x3
    Hammer, light (3)	  -2(0BAB+2Str-4)      1d4+2	  x2
    
    
    Languages: Common, Celestial
    
    Abilities: Turn Undead  
    Domains: Fire, Good
    
    Feats: Martial Weapons(Greataxe),Self-Sufficient
    
    
    Skill Points: 12 (2+0)*4+4   Max Ranks: 4/1
    Skills                   Ranks  Mod  Misc  Total
    Craft(Weaponsmith)	    3	   +0   +0    3
    Heal			    2	   +3   +2    7
    Knowledge(Religion)         1	   +0   +0    1
    Language(Celestial)	    2	   
    Concentration		    2	   +2	+0    3
    Survival		    1(2cc) +3	+2    6
    
    Equipment:               Cost	Weight
    Greataxe		    20		12
    Hammer, light (3)	    3		6
    Leather			    10		15
    Backpack		    2		2
    Silk Rope		    10		5
    Healer's Kit		    50		1
    Holy Symbol, Wood	    1		-
    Lantern, hooded		    7		2
    Oil (3)			    3sp		3
    Rations (3)		    15sp	3
    Flint & Steel		    1		-
    Caltrops		    1		2
    Waterskin                   1		4
    Spell Component Pouch	    5		2
    Total Weight:57lb      Money: 82gp 2sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:         58	    116	  175  350   875
    
    Age: 22
    Height: 6'0"
    Weight: 190lb
    Eyes: Black
    Hair: Black
    Skin: Tanned
    Appearance: Jaret is well-muscled from his years at the forge. He always wears a belt with three light hammers on it, both for quick repairs and for use as ranged weapons in a pinch. There is nothing particularly remarkable about his appearance and he takes some pains to fade into the background and observe those around him.

    Background: Jaret recently completed his apprenticeship with a small town smith who also was a cleric of Chennet'. He had a fairly uneventful childhood and adolescence and now seeks to see more of the world and learn more of the ways of his god and his craft. He would like to discover or rediscover secrets of metalworking. He values skill, compassion, and knowledge.
    Last edited by jtone; Thursday, 22nd April, 2004 at 03:59 AM. Reason: Gold Spent

  • #80
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    Novice (Lvl 1)



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    Location
    San Francisco, California, United States
    Posts
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    ψ Ignore Ferrix
    Code:
    Name: Kunst Ruhe
    Class: Wizard
    Race: Mountain Dwarf
    Size: Medium
    Gender: Male
    Alignment: Neutral
    Deity: 
    
    Str: 12 +1 (4p.)     Level: 1        XP: 0
    Dex: 12 +1 (4p.)     BAB: +0         HP: 6 (1d4+2)
    Con: 14 +2 (4p.)     Grapple: +1     Dmg Red: -/-
    Int: 18 +4 (16p.)    Speed: 20'      Spell Res: -
    Wis: 10 +0 (2p.)     Init: +1        Spell Save: +4
    Cha: 6 -1 (0p.)      ACP: -3         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +1    +0    +0    +0    11
    Touch: 11              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      0    +2          +2
    Ref:                       0    +1          +1
    Will:                      2    +0          +2
    
    Weapon                  Attack   Damage     Critical
    Dagger                   +1      1d4+1      19-20/x2
    Light Crossbow           +1      1d8+0      19-20/x2
    Quarterstaff             +1      1d6+1        20/x2
    
    Languages: Common, Draconic, Dwarven, Gnome, Terran, Undercommon
    
    Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 saves vs
    poison/spells/spell-like effects, +1 attack vs orcs/goblins, +4 dodge AC vs
    giants
    
    Class Abilities: Summon Familiar, Spellcasting, Bonus Feats (Scribe Scroll)
    
    Spells Memorized
    Cantrips: Detect Magic, Ray of Frost, Mage Hand
    1st Level: Mage Armor, Magic Missile
    
    Spells Known
    Cantrips: All
    1st Level: Magic Weapon, Grease, Identify, Magic Missile, Shocking
    Grasp, Mage Armor, Unseen Servant
    
    Feats: Scribe Scroll, Combat Casting
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                    Ranks  Mod  Misc  Total
    Concentration              4     +2   (+4)   +6 (+10 combat casting)
    Craft (weaponsmithing)     4     +4    +2    +10
    Craft (armorsmithing)      4     +4    +2    +10
    Craft (blacksmithing)      2     +4    +2    +8
    Craft (alchemy)            2     +4          +6
    Knowledge (arcana)         2     +4          +6
    Know. (arch./engineering)  4     +4          +8
    Spellcraft                 2     +4          +6
    
    Equipment:               Cost  Weight
    explorers outfit         ----   12lb
    belt pouch               1 gp   .5lb
    backpack                 2 gp    2lb
    bedroll                  1 sp    5lb
    scroll case              1 gp   .5lb
    vial of ink              8 gp   --lb
    inkpens x2               2 sp   --lb
    flasks of oil x2         2 sp    2lb
    parchment, 5 sheets      1 gp   --lb
    soap                     5 sp    1lb
    waterskins x2            2 gp    8lb
    trail rations x4         2 gp    4lb
    flask of acid           10 gp    1lb
    dagger                   2 gp    1lb
    quarterstaff             ----    4lb
    light crossbow          35 gp    4lb
    bolts x20                2 gp    2lb
    artisans tools           5 gp    5lb
    spell component pouch    5 gp    2lb
    spellbook               15 gp    3lb
    scroll of burning hands 25 gp   --lb
    
    Total Weight:57lb      Money: 3gp 0sp 0cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:               43    86    130   260   650
    
    Age: 47
    Height: 4'6"
    Weight: 162lb
    Eyes: Molten gold
    Hair: Platinum
    Skin: Golden
    Appearance: Quiet and reserved, he just fades into the background. When he is noticed, Kunst is a strikingly attractive dwarf; with gold-toned skin, platinum hair and eyes enkindled with molten gold curiousity, you could almost mistake him for having celestial blood, notwithstanding his incredible lack of presence. His beard is shaved and his skin soft and supple, despite years at the forge, he wears a clean white explorers outfit edged with light blues; simple but sharp looking. He walks with a staff of gnarled graying wood, resembling stone more than wood. A heavy backpack, jammed full of traveling equipment, is always nearby.

    Background: Born Kurick Steelforge to a prestigious dwarven smith, he was as close to born in the forge as you could come. With gold-toned skin, platinum hair and eyes which burned with curiosity the color of molten gold, many thought he was blessed to become one of the forge god's clergy. However, as he grew, despite an intensity when he was working at the forge that had already begun to rival his fathers, he felt no drive towards the martial or ecclesial ways of life. Uncharacteristically quiet for a dwarf, he spent most of his time within the forge, avoiding his father's incessant nagging for him to train as a warrior for the clan. In his spare time he studied within the emptiness of the undercity's library regarding the construction of buildings and tunnels, esoteric techniques for folding metals and soon began examining tomes of alchemical and magical lore. For a number of years he worked in the forge, his free hours spent with tomes and books. Finally his father demanded that he either take up the callings of one of the temples dedicated to the forge god or the training of a respectable warrior at one of the local guilds. Kurick struck by the anger of his father fled to the library, to hide amongst his tomes where he stayed until his father stormed into the library, upon a tip from one of the forge hands, and discovered Kurick deep in study of an arcane tome. With unbridled resent, Kurick's father had him banished from the city, his given name stripped from him and his beard shaved.

    He left, without home, kin or name to call his own he pulled one of the tomes he had scavenged from the library before he left and sat under the light of phosphorescent moss. The tome was a journal of a dwarven wizard and master of the forge whose name most had forgotten to the eternity of history, Kunst Ruhe. With a silent vow to himself, he vowed that one day he would return to the undercity in the glory of the forgotten Kunst. From then on, he has refered to himself as Kunst Ruhe. Although it pains him when others tell of their family and homes, he drives himself onward to one day feel worthy to return home.
    Last edited by Ferrix; Monday, 19th April, 2004 at 02:18 AM.
    Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth

    Quote Originally Posted by Wrahn
    You sir, have a talent for finding loopholes.
    The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
    -Eco

    When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
    - J. Krishnamurti


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