[rg] dnd - the nameless

doghead

thotd
OK. Put your characters here.

I find the format below is easy to read and contains all the necessaries.

example of gng format

Name
Race Gender Level
Concept: xxx.


Height: x'xx"
Weight: xx lbs
Eyes: xxx
Hair: xxx
Age: xx


Initiative: +x [+xDex, +x Feat]
Speed: xx ft.
Defense: +x [+x BDB, +x Size, +x Shield]
Soak: +x [+x Con, +x Size, +x Armour, +x Natural Armour]
BAB: +x
* melee +x weapon (xdx+x, xX)
* ranged +x weapon (xdx+x, xX, xx ft.)
Full Attack: xxx
Space/Reach: x ft./x ft.
Special Attacks: xxx
Special Qualities: xxx
Saves: Fortitude x/+x, Reflex x/+x, Will x/+x.
Abilities: Str xx, Dex xx, Con xx, Int xx, Wis xx, Cha xx
Skills: xxx x/+x [+x Ability, +x Feat, +x Racial]
Feats: xxx
Languages: Common, xxx.
Equipment:
* Worn/Carried:xxx (x lb.), xxx (x lb.).
* In Backpack: xxx (x lb.), xxx (x lb.).
* In Pouch: xxx (x lb.), xxx (x lb.).
* On Mount: xxx (x lb.), xxx (x lb.).

Appearance:

Personality:

Backstory:

-- Build Notes --

Level 1 [12 CP build]
bab: 0.5
base saves: xxx +1 [auto],
skill points: 4 +1 [human] = Xx4 = xx
feats: light ap [auto], simple wp [auto], entry: xxx [human], entry: xxx [4].
 
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Velmont

First Post
Hewik Leafwing
Male Tallfellow Halfling Commoner 1
Neutral Good
Hit Dice: 1d4+1 (5 hp)
Initiative: +1
Speed: 20ft
Armor Class: 15 (+1 Dex, +2 armor, +1 size, +1 deflection), touch 13, flat-footed 14
Base Attack/Grapple: -1/-5
Attack: Quatterstaff -1 melee (1d4-2)
Full Attack: Quatterstaff -1 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tallefellow Halfling traits
Special Qualities: Tallefellow Halfling traits
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 7, Dex 13, Con 12, Int 17, Wis 17, Cha 17
Skills: Climb +0, Craft(Leatherworking) +5, Jump +0, Handle Animal +12, Listen +7, Profession(Herdsman) +6, Search +5, Spot +7, Ride+4, Use Rope+3
Feats: Animal Affinity, Dodge, Mobility, Skill Focus: Handle Animal
Equipement: See below
Languages: Common, Halfling, Elven, Dwarven, Gnomish

Tallefellow Hafling Traits:
+2 Dexterity, –2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Class Feature:
Quatterstaff proficiency

Equipement:
Peasant's Outfit
Quatterstaff
Sling
Bullet x10
Leather Armor
Belt Pouch x2 (One for money, One for bullets)
Backpack
Foods ration
Waterskin
Flint & Steel
Blanket
Ring of Protection +1

Background:
Hewik is an orphan who was taken cared by a human farmer family. As all his brothers were more stronger than him, he was rarely working with them. His father were giving him more easy task, like taking care of the animals, who doesn't need the same strength than in the field. Fastly, he find himself near the animals, and had some easyness to make himself understood by the animals. At the age of 13, his father gave him a dog for his anniversery. He took care of his dog pretty much, and he fastly taught him some tricks. That pretty impress his family. In the next year, his father gave him the responsability of the sheeps. With the help of Prince, his dog, he was able to do guard the sheeps by himself. After only one year, he was able to do all the things by himself, as the animals were giving him almost no difficulty. Today, he is 19 years old. He si still at the farm with his adoptive family, taking care of the sheeps, the two cows and the chickens. The day are hard, but he loves to be with his animals, Prince the most. Once per week, his mother give him some help, so he may take a day off, but most of the time, he prefers to continu to work, and pass a god day of work with his mother.
 
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Argent Silvermage

First Post
Oscar

Oscar De Reign.
Human, 1st-Level Aristocrat (dishonored house)
Medium Humanoid (Human)
Hit Dice: 1d8 (8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +1 natural armor, +3 MW Studded Leather), touch 12, flat-footed 14
Base Attack/Grapple: +0/–1
Attack: Rapier +2 melee (1d6 18-20/x2) or Longbow +2 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Human Traits
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 9, Dex 15, Con 11, Int 15, Wis 8, Cha 16
Skills: Hide 0/+2, Listen 0/-1, Move Silently 0/+2, Ride 4/+6, Spot 0/–1, Search 0/+2, Speak language, Diplomacy 4/+7, Intimidate 4/+7, Knowledge Royalty 4/+6, Sense Motive 4/+7, Handle Animals 4/+7
Feats: Weapon finesse, Mounted Combat.
Alignment: Lawful Good

After first adventure: Magic Item is an amulet of natural armor +1

Oscar was living the high life as a courtier until his Grandmother packed him off in the middle of the night and sent him to this backwater hamlet to live with his uncle Avonelle. After his uncle, Oscar is the only male left of his line having 2 younger sisters (Harmony and Clara), his uncle and his grandmother Lady Agatha the only family he has left. His mother and father died of the plague about 10 years ago. He is bold and stubborn and charming all at the same time. He unfortunately has a way of walking into trouble with out seeing the ogre directly in front of him. The same plague that took his parents has left Oscar a bit week but his grandmother always says that it’s not a concern. She says he takes after his Grandfather far too much to let a little physical weakness stop him.
Oscar’s main hobby is his dogs and horses. He trains them and sells them to trackers and for guard dogs and mounts.
He has a great fondness for Sassy his Heavy riding horse, which he is training as a warhorse. (Unfortunately Sassy has other plans for her life.)
Oscar’s Equipment: Dagger, Rapier, Longbow, 20 arrows, Master Worked
Studded leather armor, Backpack, 2 belt pouches, Signal whistle, Signet Ring, waterskin, Travelers outfit.
On Sassy: Bit and Bridal, Riding Saddle, Saddle Bags, 2o sunrods, 20 tindertwigs, tent, winter blanket, bedroll, 5 days rations, 50’ silk rope, 1 sack, whetstone, Explorers outfit..
At home: Nobles outfit.
Languages: Common, Halfling, and Goblinoid
 
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Greegan

First Post
Archer Pathfinder
Human, 1st-Level Commoner
Medium Humanoid (Human)
Hit Dice: 1d4 (4 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +1/0
Attack: Staff +1 melee (1d6 20/x2) or Longbow +0 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Human Traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 12, Dex 18, Con 10, Int 17, Wis 10, Cha 17
Skills: Climb: +2/2, Craft (Alchemy): +6/3, Bluff*: +5/2(cc), Jump: +3/1
Handle Animal: +7/4, Listen: +4/0, Profession (Innkeeper): +2/2, Spot: +5/2,
Ride: +4/0, Use Rope: +5/1
Languages:Common, Orcish, Dwarven, Gnomish

Feats: Combat Expertise, Dodge, Mobility, Run

Race Feature:
+4 Skill Points at 1st Level / +1 each additional level
+1 Bonus Feat at 1st Level
Any Class Cross Level


Equipement:
Longbow (11 arrows)
Staff (proficient)
Dagger
Peasant's Outfit
Lute (3 strings left)
Cloak of Elvenkind (His brother's gift for service to the crown)
Helmet
Sack, polka-dotted (red and white)
1 week meager rations
 
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Thomas Hobbes

First Post
New stat block:

Name Cromwell of St. Richard’s
Orc Male 2
Concept: Pious Soldier.

Height: 6’3”
Weight: 220 lbs
Eyes: Red-irised.
Hair: Black, and military short.
Age: 23


Initiative: +0 [+0 Dex]
Speed: 20 ft. (4 squares); normally 30 ft., modified by breastplate
Defense: +4 [+2 BDB, +2 Shield]
Soak: 9 [+3 Con, +6 Armour]
BAB: +2
*melee +7 mace (1d8+3, 10/+0)
*melee +5 sap (1d6+3 nonlethal, 10/+0)
*ranged +2 Javelin (1d6+3, 10/+0, 30 ft.)
Full Attack: ---
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Darkvision 60 ft., Orc Blood.
Saves: Fortitude 2/+5, Reflex 1/+1, Will 1/+3.
Abilities: Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 6.
Skills: Diplomacy 5/+3, Heal 3/+5, Intimidate 5/+3, Knowledge (Local) 2/+3, Knowledge (Religion) 5/+6, Knowledge (Warfare) 5/+6
Feats: Light Armor Proficiency, Medium Armor Proficiency, Simple Weapons Proficiency, Shield Proficiency, Endurance, Weapon Focus: Mace
Languages: Common, Orc, Goblin.
Equipment:
* Worn/Carried: explorer’s outfit, dagger, wooden holy symbol of Kettenek, 5 javelins, masterwork heavy mace, manacles, sap, +1 breastplate, heavy steel shield, waterskin, sling
* In Backpack: bedroll, winter blanket, 50 feet of hemp rope, 4 torches.
* In Pouch: flint and steel, whetstone, 7 gold pieces, 3 silver pieces, 4 copper pieces, 10 sling bullets.

Appearance: Cromwell is tall and broad, as befits his Orcish heritage. He gives a very solid impression- having him standing at your side is like having a mountain: large, immovable, and powerful. His hair is black (again, granted to him by his heritage) and kept short in the military style (lacking technology for a buzz cut, this simply means very short). He keeps his rampant facial hair regularly shaved, again according to regulations. His skin and facial features are clearly not human. His skin has a slight grey-green tinge, and although his forehead is higher than those of most of his kin, and his nose is not quite as upturned, he still possesses the vaguely porcine look of his forbears. Anyone who simply saw a picture of Cromwell might find this stoic-looking half-Orc somewhat comic, but no one in his presence doubts his deathly seriousness, which is sometimes off-putting in and of itself.

One advantage of his appearance is that, as a corporal, any edge in intimidation (such as tusks) is a plus when he is performing his NCO duties….

Background: Cromwell doesn't know who birthed him, and doesn't care. His family are the priests who raised him, and the family patriarch is Kettenek, whom he regards as a strong, strict, but loving father figure. Cromwell (named by the monks of the monastery of St. Richard) was given to the church as a baby, the unwanted and unfortunate byproduct of an Orcish raid. He believes with a fanatic's blind faith in everything Kettenek stands for, and although the Lord of Winter has chosen to give others greater talents in spellcasting and fighting, he will serve wherever his God sends him. Currently, that is as a member of the militia if Seven, working against the coming of the Goblins.

Cromwell is a Corporal in the militia, and was in nominal command of the rag-tag band of adventurers. He had hoped that he, with the Lord’s aid, would be up to the task of seeing the young men and women under his command safely through the coming troubles.

He was wrong.

Only one of his original command remains. One is stricken by wounds of an unknown and possibly necromantic nature. Two were inexplicably murdered, a third went missing immediately after, and the last is missing in action. Among the dead is his Commander’s daughter, someone for whom Cromwell felt a implied but strong responsibility for. The fact that he was, primarily of injury but partially of shock, utterly useless following the earthquake around which much of the tragedy centered only added to his guilt- and then it all exploded in an event which shook his self-confidence to its core. A casual aspersion cast upon his ancestry at his moment of extremity, no worse than any other he had heard, broke through his shell and caused his tightly repressed emotion to spill out into the savage beating of a priest. It is lucky for Cromwell that the priest was not of Kettenek’s faith, or his jailer may well have found himself looking after either a catatonic or a suicide. As it is, Cromwell’s sense that his punishment is just wars with his sense of duty: his last charge is still alive and well, and he can do nothing to help him.

Personality: Cromwell is taciturn, serious, and professional- all in all, a model soldier. The rigid discipline of Kettenek’s monastery drove out almost all traces of the fabled Orcish rage. Even when he is fighting, Cromwell keeps rigid control over any residual bloodlust, instead slowly and methodically demolishing the foe through concentration and drill, which is not particularly flashy or technically accomplished but certainly effective.

His entire existence is fueled by the belief that Order and Law, as personified by Kettenek, are the cornerstones of a well-led existence and a well-maintained society. He does his own small part to both advance and personify those concepts, and believes that, despite the smallness of his actions, they are a worthy offering to Kettenek.

The loss of several of the men and women under his command, combined with an almost unique lapse in his control over his inherited rage, has left Cromwell with the feeling that he has betrayed Kettenek by failing his God-given duty and going against all Kettenek stands for. Having recovered his senses, he waits out his punishment with an outward stoicism which belies stewing guilt and self-hatred. Anything like a second chance would strike him as Kettenek reaching out a forgiving hand to a wayward son and saying One more chance, boy. Shape up or ship out.

It is a call Cromwell will gladly answer, and perhaps die trying in the attempt.

-- Build Notes --

Level 1 [12 CP build]
bab: 0.5 + 0.5 [2 CP]
base saves: +1 Fort [auto]
skill points: 4 [Auto] +1 [Int] = 5x4 = 20
feats: light ap [auto], simple wp [auto], Weapon Focus: Mace [4], Shield Proficiency [3], Medium Armor Proficiency [3]

Level 2 [8 CP build]
bab: 0.5 + 0.5 [2 CP]
base saves: +1 Fort [auto], +1 Ref, +1 Will [2 points]
skill points: 4 [Auto] +1 [Int] = 5
feats: Endurance [4]

Old stat block:

Cromwell of Saint Richard's
Half-Orc Warrior 1/Fighter 1
Hit dice: 1d8+1d10+6+2 (hp 21)
Initiative: +0
Speed: 20 ft. (4 squares); normally 30 ft., modified by scale mail
Armor Class: 18 (+6 armor, +2 shield), Touch 10, Flat-footed 18
Base Attack/Grapple: +2/+5
Attack: +6 Melee (1d8+3, Heavy mace) or or +5 melee (1d6+3 nonlethal, sap) or +2 ranged (1d6+3, javelin)
Full Attack: +6 Melee (1d8+3, Heavy mace) or or +5 melee (1d6+3 nonlethal, sap) or +2 ranged (1d6+3, javelin)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 feet, Orc blood
Saves: Fortitude +7, Reflex +0, Will +2
Abilities: Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 6
Skills: Knowledge (Religion) +5, Knowledge (Local Area) +2, Intimidate +3, Heal +3
Feats: Weapon Focus (Heavy Mace), Improved Toughness
Equipment: Backpack, bedroll, winter blanket, dagger, explorer's outfit, flint and steel, wooden holy symbol of St. Cuthbert, 5 javelins, masterwork heavy mace, manacles, belt pouch, 50 feet of hemp rope, sap, +1 breastplate, heavy steel shield, 4 torches, waterskin, wetstone, 7 gold pieces, 3 silver pieces, 4 copper pieces.
Languages: Common, Orc, and Goblin.

Cromwell doesn't know who birthed him, and doesn't care. His family are the priests who raised him, and the family patriarch is St. Cuthbert, whom he regards as a strong, strict, but loving father figure. Cromwell (named by the monks of the monastary of St. Richard) was given to the church as a baby, the unwanted and unfortunate byproduct of an Orcish raid. He believes with a fanatic's blind faith in everything St. Cuthbert stands for, and although the Saint of the Cudgel has choosen to give others greater talents in spellcasting and fighting, he will serve wherever his God sends him. Currently, that is as a member of the malitia if Seven.

Cromwell is a Corporal in the militia of Seven, and in nominal command of the rag-tag band of adventurers. He hopes that he, with the Saint’s aid, will be up to the task of seeing the young men and women under his command safely through the coming troubles.
 
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NeuroZombie

Explorer

Sadoloth
Halfling Adept 1
Hit dice: 1d6+1 (hp 7)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 17 (+4 Dex, +1 size, +2 leather), Touch 15, Flat-footed 10
Base Attack/Grapple: +0/+0
Attack: +1 Melee (1d4, Sm. Quarterstaff); -3 Melee (1d4 [19-20], Short Sword) or +6 ranged (1d3, Sling); +5 ranged (1d4, shortbow)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Halfling Abilities
Saves: Fortitude +2, Reflex +5, Will +7
Abilities: Str 10, Dex 18, Con 12, Int 12, Wis 18, Cha 15

Skills: Climb +2, Concentration +3, Handle Animal +3, Heal +6, Hide +8, Jump +2, Knowledge (Nature) +3, Knowledge (Religion) +2, Listen +6, Move Silently +6, Spellcraft +3, Survival +6, Spot +4

Feats: Track

Equipment: Quarterstaff, Sling w/ 10 bullets, 20 arrows, Leather Armor, Flint & Steel

Magic Item: Goggles of Following (+10 competence bonus to Survival for Tracking only)

Languages: Common, Halfling, Sylvan

Spells Per Day:
3/2

0 Level:

create water, cure minor wounds, (* detect magic), ghost sound, guidance, (* light), mending, purify food and drink, read magic, (* touch of fatigue).

1st Level:

bless, burning hands, cause fear, command, comprehend languages, (* cure light wounds), detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, (* sleep).

Background:

When Sadoloth was but a child, his family was part of a travelling circus that had passed through the villages and towns of ________ on a yearly circuit, The circus, Janolann's Magnificent Spectacle (although in reality, not that magnificent) was well received in most of the villages they passed through. The circus was building a loyal following and finally began to make a good profit when tragedy struck. The circus caravan was ambushed whil passig through the forest of _________ and many lives were lost. Sadoloth, only six years old, was seperated from his family and became hopelessly lost the the forest. He wandered the woods for days and nearing death, he was approached by a kindly, old human who lived deep within the forest depths. The old human, Kelaquin, took the child in and began to teach him the ways of the woods. Ten years passed and again, tragedy struck. Kelaquin passed away from this plane, leaving a sixteen year old Sadoloth to fend for himself. Sadoloth has become lonely in the past two years, and has begun creeping towards civilization and the alien beauty that he sees in the carriages and knights that he spies from the roadside. He is ready to take on the world outside of his forest, he only waits for a good oppurtunity to show himself.



 
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doghead

thotd
Goodbye Lisa, my NPC.

Having begun the game as an NPC extra before moving in here as an NPC member of the party, has blossomed into a full PC in the capable hands of Seonaid.

Goodbye and goodluck.

the head of the dog
 
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DrZombie

First Post
Nathan Ay'Tennar
Male Human Specialist 1 (Blacksmith)
Black hair, Black Eyes
6'3" / 210
Lawfull Good
Age: 17

Str 17 (+3)
Dex 13 (+1)
Con 15 (+2)
Int 14 (+2)
Wis 14 (+2)
Cha 10 (+0)

HD: 1d6+2
HP: 8
Fort +0/+2=+2
Reflex +0/+1= +1
Will +2/+2=+4

Init +1 = 1 (dex)

AC: 14 = 10 + 3 (Armor) + 0 (Shield) + 1 (Dex)
Base Attack Bonus +0


Skills (36):
Craft (blacksmith) 4+2+2 = 8
Craft (weapons & armor) 4+2+2= 8
Craft (silversmith) 4+2+2= 8
Handle Animal 4+1 = 5
Knowledge (engineering) 3+2 = 5
Open Lock 3+1 = 4
Search 4+2 = 6
Spot 4+2 = 6
Diplomacy 3+1 = 4
Sense Motive 3+2 = 5


Reasoning :
Handle animal for shooing horses, engeneering for the basic iron moving parts of carriages and suck, ir things used in building, open lock for fixing the things, search and spot for looking for flaws in constructions and craftworks, diplomacy and sense motive for dealing with merchants and greedy housewives.

Languages: Common, Dwarven, Gnomisch

Feats:
Power Attack
Skill focus : craft


Attacks:
Melee: +3 heavy mace 1d8+3 (x2)
Ranged : +1 sling 1d4+3

Race Feature:
+4 Skill Points at 1st Level / +1 each additional level
+1 Bonus Feat at 1st Level
Any Class Cross Level


Equipment:
Travellers outfit
Camping gear :(the usual)
In backpack :Swag (bedroll), small coocking pot, two fishooks and some fine rope, handaxe, flint&steel, oil and sand for weapon/armor maintenance, whetstone, thick rope, canvas, two waterskins (full), two waterskins (empty)
Belt : Knife, beltpouch (spare flint&steel, money, oddly shaped stone, dice)
Heavy mace, sling stones(20), sling
Chainmail shirt
Heavy cloak. On inside of cloak, wrapped in oil paper : gun+ 12 charges

Background:
Nathan grew up as a farmers son, fourth son in a large family. He was a sturdy, strong lad and was apprenticed at the age of ten to Master Hurdan, the village smith. The time at the forge made him only stronger. He has finished his apprentenceship, and is now a wandering journeyman,learning his skills at the dwarven holdn and is now going from village to village with his cart and fixing the things thad need fixing, using the small village ovens, carrying his tools with him. He doesn't feel comfortable enough yet to craft his masterwork yet, for he feels he still has a lot to learn.
He stays at his masters forge, helping out on the days he isn't on the road. He enjoys a good beer in the evening, and is often found listening to the wild tales of his friend. He dreams of being the squire of a good knight, fighting to protect the weak and innocent.
He is a goodnatured fellow, often called "my big bear" by Alana, the serving maid, of whom he (and the rest of the village boys) is secretely enamored, a fact he vehemently denies with a beet-red face. He is secretely crafting a silver rose, as lifelike as he can make it. (he's taking 20 for the rose, but is only about halfway)
Considered slow and maybe a bit dim-witted, he is actually fairly intelligent. He just likes to think things through before saying anything, lest people think him stupid. He moves with care because of his great size and strength, afraid to knock things (or people) over.
He is a tall broad-shouldered feller, with unkempt black curly hair, and sports a shaggy beard with sideburns.
 

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