Oathbound : Homecoming (full up) - Page 18
  1. #171
    Enchanter (Lvl 12)

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    Reposted Character

    Tristan Eransiel

    Half-Elven Male, Fighter 7

    Size: M (5'1", 148 lbs.)
    HD: 7d10 + 21
    HP: 64
    Initiative: +1
    Speed: 30ft [20ft run x3]
    AC: 22 (10 +9 armor +2 shield +1 dex)
    ff: 21 t: 11
    BAB: +7/+2
    XP: 21,000 / 28,000 for level 8

    Bastard Sword +1 (+11/+6 attack, 1d10+5 dmg, 19-20/x2, slashing)
    Short Sword (+9/+4 attack, 1d6+2 dmg, 19-20/x2, piercing)
    Gauntlet (+9/+4 attack, 1d3+2 dmg, 20/x2, bludgeoning, provokes AoO)
    Javelin (+8/+3 attack, 1d6+2 dmg, 20/x2, piercing, 30ft range increment)

    Alignment: NG
    Saves: F: +9 R: +4 W: +7 [+2 vs enchantments]
    Str:14, Dex:12, Con: 16, Int:14, Wis:14, Cha:13

    Skills: (bonus/ranks)

    climb* +2/5
    diplomacy (cc) +5/2
    gather information (cc) +5/2
    heal (cc) +4/2
    intimidate +4/3
    listen (cc) +6/3
    sense motive (cc) +4/2
    search (cc) +5/2
    spot (cc) +6/3

    * armor check penalty -5 applied


    Endurance (1st)
    Exotic Weapon Proficiency [Bastard Sword] (fighter bonus 1)
    Weapon Focus [Bastard Sword] (fighter bonus 2)
    Diehard (3rd)
    Weapon Specialization [Bastard Sword] (fighter bonus 4]
    Iron Will (6th)
    Combat Expertise (fighter bonus 6)

    Racial Abilities:

    Immune to sleep
    +2 save vs. enchantments
    Low-Light Vision
    +1 Listen, Search, Spot
    +2 Diplomacy, Gather Information
    Elven Blood

    Class Abilities:

    Bonus Feats




    +1 Bastard Sword
    Short Sword
    Javelin (2)

    +1 Full Plate Armor (armor check -5, Max Dex +1)
    Heavy Mithral Shield (armor check -0)
    Chain Shirt (armor check -2) (sleepwear) **

    Cloak of Resistance +1
    Heward's Handy Haversack (Items contained marked **)

    Potion of CLW (2) #
    Potion of Jump **
    Potion of Shield of Faith (2) **
    Silversheen **

    flint and steel #
    belt pouch (items contained marked #)
    trail rations(7) **
    silk rope (50') **
    waterskin **
    whetstone **
    sunrod (2) **
    traveler's outifit
    and spare **

    310.38 gp

    92.7lb / 116lb medium load


    Tristan is a short, but solidly built young man with shoulder length black hair and piercing green eyes. He carries himself with dignity and confidence, going about whatever task he has set himself with quiet determination.


    Tristan is a second generation half-elf, the child of two half breeds. His parents had sought to follow their elven blood and lived amongst the elves, emulating their lifestyles and raising their only child after their fashion. However, as Tristan grew up, he grew discontent with the passive culture of the ageless. He left his home with little more than a handful of coins and an old sword strapped to his belt, heading out to experience life amongst the other half of his heritage. He found work among a mercenary company, serving as a common soldier. Over the next few years, Tristan fought in numerous battles and became an accomplished warrior, but he still felt unfullfilled. The bleak outlook of his fellow soldiers disheartened him as much as the blind arrogance of the elves had. Finally, he left the company and struck out on his own in order to find a destiny that more suited him.
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  2. #172
    Novice (Lvl 1)

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    Julian Carver 2/5 Paladin/Monk Human

    Str:14 +2
    Dex:16 +3
    Con:10 +0
    Wis: 16 +3
    Int: 13 +1
    Chr: 12 +1

    Hits: 41 (2d10+5d8)
    AC:18 (19 with Dodge)
    Initiative: +7 (+4 Improved Initiative +3 Dex)
    Fort: 8...Ref: 8.....Will:8(10 vs enchantment )
    BAB: +5
    Flurry of Blows: +4/+4
    Melee: +7(+8 with MW Greatsword and Unarmed)
    Unarmed: 1d8+3
    Greatsword: 1d10+2
    Investigator(+2 search and gather Info), Combat Expertise, Dodge, Improved Initiative

    Aura of Good, Detect Evil (at will), Smite Evil 1/day, Divine Grace, Lay on Hands
    Stunning Fist (5/day), Flurry of Blows, Improved Unarmed Strike, Combat Reflexes, Evasion, Still Mind, Ki Strike (magic), Slow fall 20', Purity of Body

    Skills:.................Rank.....Stat.....Mod..... .Total
    Concentration......2..........0................... ..2
    Diplomacy...........4..........1.................. ....5
    Heal...................4..........3............... .......7
    Know(Religion)......7..........1.................. ....8
    Ride....................2..........3.............. ........5
    Sense Motive........7..........3......................10
    Balance...............2...........3............... .......5
    Climb..................2............2............. .........4
    Hide....................3...........3............. ..........6
    Listen..................2...........3............. .........5
    Move Silently........3............3.................... ..6
    Spot....................1...........3............. .........4
    Search.................1...........1..........2... ........4
    Gather Info...........1...........1..........2........... .4

    Amulet of Mighty Fist +1 6000gp
    Bracers of Armor +1 2000gp
    Masterwork Greatsword 350gp
    Monks Outfit
    Holy Symbol of Heronious
    2 Water Skins
    7 Days Trail Rations
    Light Riding Horse with Saddle,x2 Saddle Bags

    Julian Carver lived his life for 2 things...Heronious and the High Priest in the small town of Redwidow. At 14 he joined with other recruits in a intensive training regime which tested his physical as well as mental/spiritual strength. As others broke or quit under the pressures excerted by the priests and warrior instructors Julian just grew stronger. At graduation,2 years later, he stood at the top of his class and was honored to be part of the bishops personal guard. As a newly ordained paladin, he took to his charges with the stubborness and foolishness of youth. As time passed he started noticing that some of his fellow guardsmen (along with several of the high ranking priests in the temple), were not as incorruptable as originally thought. Confronting his leader with evidence gathered, he was shocked when the old priest just nodded and said " Son, life can be hard on the masses, but it doesn't have to be that way for us...". Shocked by this flagrent disreguard for the beliefs tought to him he lost his temper and backhanded the priest knocking him off his chair. This action infuriated the old man (duh!) and wound him being drawn off to the stockaids. He was punished severly,beaten and then haved his rank stripped from him and tossed out of town. Severly depressed and spiritually hampered he wandered until finding a out of the way monastary. He petitioned the monks there and was accepted as a new member of the order (The Order of the Silent River). After several years of training he made his way back out into the world, combining that which he had learned in his youth with that of the Silent River. All that he carries from his old order is his sword he graduated with, seeking to one day end the corruption he had witnessed first hand, either by the logic he had learned from the monks, or via the sword that the clergy had once given him to protect the ways laid down by Heronious.

  3. #173
    Guide (Lvl 11)

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    Kyron Shadowstalker

    Kyron Shadowstalker
    Luminous 7th level godless spontaneous cleric LG
    Str 14 (6) +2
    Dex 13 (5) +1
    Con 14 (6) +2
    Int 10 (2) -
    Wis 19 (10, +2 racial, +1 level) +4
    Cha 12 (6, -2 racial) +1
    Hp 49 (8+6d8 +14)
    AC 23 (9 armor, 2 shield, 1 Dex, 1 deflection), touch 12, flat footed 22

    BAB +5
    Attack +8 1d8+2 (19-20)
    F +9, R +5, W +11

    Luminous traits
    Immune to poison, +4 to save vs. Necromancy, exude light, does not eat or drink, +2 on effective turn levels.

    Weapon focus longsword, weapon proficiency longsword, extra turning, purifying light, improved turning

    Skills knowledge planar 8, knowledge religion 10, spellcraft 2
    Languages Common, Lumin

    Domains: Sun and War
    Spells per day 6/6/5/4/3
    Spells known
    create water, cure minor wounds, detect magic, guidance, light, mending, read magic
    bless, comprehend languages, cure light wounds, divine favor, endure elements (D), hide from undead, magic weapon (D)
    align weapon, heat metal (D), lesser restoration, resist energy, spiritual weapon (D)
    cure serious wounds, dispel magic, magic vestment (D), searing light (D)
    divine power (D), fire shield (D)

    Effective turn level = 10

    Full plate armor +1 2650
    Spiked gauntlet 5 gp
    Large steel shield 20
    Longsword 15
    Holy symbol 1
    Cloak of resistance +2 4,000
    Ring of deflection +1 2,000
    light riding horse 75 gp
    1334 gp

    Kyron was born to the Luminous, a sparse race of beings composed of positive energy and devoted to the cause of good and the fight against evil. When it was discovered that he had spots of darkness on the translucent skin of his hand, many of his race feared he was contaminated by negative energy and the soul that incarnated in his body might be corrupted from the cause of good. This only drove young Kyron to devote himself fully to becoming a warrior against supernatural evil. He learned how to harness positive energy and studied the ways of undead, dedicating himself to this path of his people. His studies into undead and supernatural power only fueled the fears of some who felt he was setting himself up to be a great force of evil when his stains of darkness overcame the light within him. Mildly ostracized by his own people, Kyron never quite felt that he fit in with the world but felt on some level that there was more for him to be and do. He didn’t feel evil or diseased, just a little detached from the world, always expecting there should be more from life. This detachment allowed him to focus keenly on his chosen quest to war against evil and develop his spiritual might. He traveled far and wide to hunt down undead and study the accumulated lore relating to his chosen prey. Wherever he heard of plagues of undead he journeyed to offer his aid in fighting the forces of unlife. Eventually Kyron found that as he moved from area to area the relationship of the spots changed, leading him to believe that his hand might even be a map with one of the spots representing himself. After aiding a town that had been plagued by shadows he decided to head out on his own to investigate the spots and discover their mystery.

  4. #174

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    Marisa Veridath
    Female Aasimar
    AGE: 20

    PATRON DEITY: Pelor.
    ALIGNMENT: Chaotic Good.
    CLASS: Ranger 4/Cleric 2.
    EXP: 15000.

    HGT: 6ft
    WGT: 150
    BUILD: slender, deceptively muscular
    EYES: pale gold
    HAIR: Black with silver highlights
    COMPLEXION: Tanned
    HOME: The Crystal Mountains

    STR: 16 (+3)
    DEX: 16 (+3)
    CON: 12 (+1)
    INT: 12 (+1)
    WIS: 14 (+2)
    CHA: 13 (+1)

    HIT POINTS: 45
    BAB/GRAPPLE: +5/+3
    FORT: 8
    REFLEX: 7
    WILL: 6
    MELEE/RANGED: +8/+8

    LIGHT LOAD: 76 lbs or less
    MEDIUM LOAD: 77-153 lbs
    HEAVY LOAD: 154-230 lbs

    ARMOR CLASS: 13 (16 with masterwork studded leather. +5 dex bonus)

    LANGUAGES: Common. Celestial. Infernal. Abyssal. Elvish.

    +3 Concentration (+1 abil bonus = +4)
    +3 Craft (+1 abil bonus = +4)
    +3 Diplomacy (+1 abil bonus = +4)
    +3 handle animal (+1 abil bonus = +4)
    +9 Heal (+2 abil bonus = +11)
    +3 Hide (+3 abil bonus = +6)
    +3 knowledge arcane (+1 abil bonus = +4)
    +3 knowledge dungeoneering ( +1 abil bonus = +4)
    +3 knowledge geography ( +1 abil bonus = +4)
    +1 knowledge history (+1 abil bonus = +4)
    +3 knowledge nature (+1 abil bonus = +4)
    +3 knowledge religion (+1 abil bonus = +4)
    +3 knowledge planes (+1 abil bonus = +4)
    +5 Listen (+2 abil bonus = +7)
    +3 move silently (+3 abil bonus = +6)
    +3 Ride (+3 abil bonus = +6)
    +3 Search (+1 abil bonus = +4)
    +10 Spot (+2 abil bonus = +12)
    +4 Survival (+2 abil bonus = +6)
    +1 Swim (+3 abil bonus = +4)

    Scribe scroll
    Improved turning
    Two weapon fighting

    +2 wisdom. +2 charisma
    Medium size
    Base land speed is 30ft
    Can see in the dark up to 60ft
    +2 racial bonus on spot and listen checks
    Special attacks: daylight 1x per day
    +5 resistance to acid, cold and electricity
    Automatic languages: Celestial.

    Proficient with all types of armor
    Proficient with all martial and simple weapons
    Proficient with all shields save tower shields
    Can turn undead.
    Automatic languages: Celestial, infernal, abyssal.
    Favored enemy: Incorporeal undead
    Track. Wild empathy
    Combat style Archery: Rapid shot
    Virtual ambidexterity
    Animal Companion

    as both a cleric and an Aasimar, Marisa has a very powerful chaotic good aura. Because she is possessed by a demon (despite it being lawful good), Marisa’s aura is oddly tainted with evil. She usually dismisses it as a reaction to the extreme negative energy backlash she suffered when both the demon and high priest (who tried to kill her) both perished at the same time.

    Sun. Strength
    She can perform a feat of strength as a super natural ability. She gains an enhancement bonus to strength equal to her cleric level. Activating the power is a free action and the power lasts 1 round. It is usable 1x per day.

    1x per day, she can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

    Endure elements. Enlarge person.

    0 LEVEL CLERICAL SPELLS: Create water. Detect magic. Light. Read magic. Detect undead.
    1 LEVEL CLERICAL SPELLS: Detect evil. Bless water. Cure light wounds.
    1 LEVEL RANGER SPELLS: Detect poison

    Marisa is a striking young woman with finely chiseled features and a slender, rangy build. She is 6ft tall and her skin is tanned from countless hours spent outdoors. Her eyes are a strange pale gold, and on occasion, they seem to glow with an unsettling light. Her jet black hair has silver highlights and is normally braided into a wrist thick braid, which hangs past her waist. She favors green and yellow clothing, both for the fact that they blend in well with forest settings and as a respectful nod to her own clergy.

    The Veridath family was always odd.
    About 90% of her family is composed of healers of one sort or another and the rest are equally divided between paladins, magic-workers, rangers and the like. For the most part, her family is usually well-received wherever they go. In fact, almost all of them displayed some sort of supernatural gift.

    Marisa was no exception. As a child, she could call light to her fingers, and the most vicious animal was docile under her gentle influence. Despite this, she tested negative for the more usual wizardly powers and was given into the care of a cousin skilled in woodcraft and druidism.

    When she was ten, Marisa’s family was attacked by an evil cult, possibly belonging to Nerull. During the fighting, she was taken prisoner. The cult’s high priest was very close to ascending to god-hood status. All he needed to complete the process was a demonic sacrifice of at least pit fiend status and a being with some celestial blood running through their veins. Marisa was chosen both for her celestial heritage and her innocence.

    The cultist’s did manage to get their hands on a pit fiend, but one who had been imprisoned for thousands of years. The pit fiend had nothing to do but think. He eventually began to realize that his past actions had hurt many people and started to slide towards good. When the cultist’s ’freed’ him, the pit fiend had slid almost completely towards lawful good.

    Due to the fact that he was no longer evil, the cultist’s spells did not quite hold him and he managed to break free long enough to kill the high priest and many of the rest of the cultists, before he himself was cut down. For some reason, his spirit was drawn to Marisa’s, and he inadvertently possessed her. Since then, her aura has been oddly tainted with evil, for though the demon is good and relatively harmless to her, he is still a demon.

    The demon causes most sensitive people to be slightly jumpy around her. He rarely manifests himself and then, only when he absolutely has to in order to protect Marisa from soul/life destroying situations. That only happened once, when she was beset by a necromancer commanding an entire cemetery of greater undead (she was only second level). For the most part, the demon contents himself with offering mental advice and sarcastic comments, usually quite helpful.


    Female Warhorse, Heavy
    NAME: Sugar
    Large Animal
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +3/+11
    Attack: Hoof +6 melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run

    These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

    Sugar is generally a very sweet and mild-mannered war-horse, though she can be death on four hooves if Marisa asks it of her. Sugar looks very much like a Percheron and is a dapple gray with a white mane and tale.

    NAME: Spice
    Large Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +2/+9
    Attack: Hoof +4 melee (1d4+3)
    Full Attack: 2 hooves +4 melee (1d4+3)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +4, Will +1
    Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
    Skills: Listen +6, Spot +6
    Feats: Alertness, Endurance

    Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
    A mule’s powerful kick can be dangerous.
    Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
    Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

    Spice is a very cute, black hinny. As a foal, her bouncy exuberance earned her name. Now as an adult, she enjoys sleeping and is a bit lazy and grumpy at times.

    (01 lbs) Bit and bridle
    (01 lbs) Horse grooming equipment
    (40 lbs) Military saddle
    (20 lbs) Pack saddle
    (01 lbs) 2 saddle blankets
    (02 lbs) 2 horse blankets (one for sugar, one for spice)
    (64 lbs) 8 saddle bags
    (140 lbs) 2 weeks of feed
    (10 lbs) bedroll/2 blankets
    (06 lbs) 2 winter blankets
    (20 lbs) tent
    (05 lbs) repair kit

    (50 lbs) Healer’s kit
    (01 lbs) Sewing kit
    (01 lbs) Toiletry kit
    (01 lbs) soap
    (01 lbs) Mess kit
    (01 lbs) cooking kit
    (01 lbs) hand mill
    (01 lbs) percolator
    (70 lbs) 1 week of iron rations
    (01 lbs) salt
    (01 lbs) sugar
    (01 lbs) tea
    (12 lbs) 3 sets of cleric’s vestments
    (24 lbs) 3 sets of explorer’s outfits
    (--- lbs) money belt
    (14 lbs) 3 cold weather outfits
    (02 lbs) quiver scabbard

    Masterwork Studded leather armor
    Armor/shield bonus: +3
    Max dex bonus: +5
    Armor check penalty: 0
    Arcane spell failure chance: 15
    Speed 30ft/20ft: 30ft/20ft
    Weight: 20 lbs

    Flaming Scimitar (+1 bonus): 1d6 hit points of fire damage on a successful hit. (1 handed melee weapon)
    *note these statistics are without the bonuses
    DMG: small 1d4
    Damage medium: 1d6
    Critical: 18–20/x2
    Weight: 4 lbs
    Type: slashing
    Name: Grace

    Frost Scimitar
    (+1 bonus): 1d6 hit points of damage on a successful hit (1 handed melee weapon)
    *note these statistics are without the bonuses
    DMG: small 1d4
    Damage medium: 1d6
    Critical: 18–20/x2
    Weight: 4 lbs
    Type: slashing
    Name: Promise

    Masterwork composite longbow
    DMG small: 1d6
    DMG medium: 1d8
    Critical: x3
    Range increment: 110 feet
    Weight: 3 lbs
    (09 lbs) 60 arrows

    PP: 50. GP: 25. SP: 100. CP: 100.

    Silver holy symbol on a silver necklace
    Signet ring
    5 vials of holy water
    Bag of holding 500 lbs
    Last edited by kirinke; Tuesday, 25th May, 2004 at 01:33 AM.

  5. #175

    deadestdai's Avatar

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    Baja the Brute

    Baja the Brute
    Male Half Orc Barbarian 7
    Chaotic Good
    XP: 21000
    Patron Deity: None

    Str: 20 +5 (+1 at lvl4)
    Dex: 16 +3
    Con: 14 +2
    Int: 8 -1 (-2 racial)
    Wis: 12 +1
    Cha: 6 -2 (-2 racial)

    HP: 62
    AC: 18
    Init: +3
    BAB: +7/+2, Melee +12/+7, Ranged +10/+5
    Speed 40 ft.

    Fort: +7
    Ref: +5
    Will: +3

    Languages: Common, Orc.

    Skills (30 skill points)
    +6 Listen
    +3 Intimidate
    +6 Survival
    +3 Spot
    +1 Search
    +6 Intuit Direction
    +3 Ride

    Power Attack (1st)
    Cleave (3rd)
    Greater Cleave (6th)

    Racial and Class Abilities:

    +2 str -2 Int -2 Cha, Darkvision 60', Faster Speed 40'/rnd, Illiteracy, Rage 2/day, Uncanny Dodge, Trap Sense +2 (+2 reflex vs. traps), Improved Uncanny Dodge, Damage Reduction 1/-


    +1 GreatClub of Shock "Thumpa" +13/+8 att (1d10+6 +1d6 Electric, Crit 20 x2) 8305gp
    5x Throwing Axe +10/+5 att (1d6+5(?), Crit20 x2, 10ft) 40gp


    Height: 6'8" tall
    Weight: 314 lbs
    Age: 22 years old
    Hair: White and long and greasy
    Eyes: Pink
    Skin: White/Green

    Baja is a half-orc albino. He is ugly and his teeth (uncharacteristically white and clean looking) jut out at rediculous angles. His face is also horribly scarred. He carries his great club on his back and although he seems unkempt actually keeps his equipment in good order.


    Baja’s life was filled with strife from the day he was born. The elders in the human tribe into which he was born, having seen he was both a half-orc and an albino, declared that the “abomination” be left in the hills for the wolves to devour. Were it not for his mother stealthily making off every mid-day and night-time to feed and care for him in the cave where she had managed to hide him away. He grew strong and with an ability to weather the elements and dangers that nature could throw at him. At the age of 3 he killed a python that had slithered into his home-cave and when he was 15, he was most instrumental in both alerting and helping defending the very village that cast him out from an orcish raid. After that, the village took him back in, tentatively though. The elders still warned against accepting him in and schemed to have him removed. After three years, they came up with a plan to have the man transported to a most dangerous plane of the Abyss (His growing popularity with the common tribes people prohibiting them from openly slaying the man.) using the talents of a wilds shaman who held a dubious background.
    But the shaman felt uncommon pity upon Baja and instead teleported him into a land across the “Water That Stretched to the Sun” where none would know Baja and where he would be so far from his homelands that he could never be able to return; thus fulfilling in part the shaman’s part of the bargain.
    Since then, Baja has traveled the new lands and in four years of searching has not found his tribe or their grounds. In this time, the warrior has gained a small reputation for righting wrongs in his own limited way and for standing up for those who cannot do so for themselves.


    Baja (Pronounced: Bah-zhah), is a dim witted kindly oaf. He isn’t taken to thinking before he acts and when he acts it is rarely a delicate fashion. He has a good natured demeanor, if a little childish, and usually sports a hearty, if ugly (And to some fearsome looking.) toothy smile. If Baja is not smiling, then people are usually going to get very, very hurt.


    +1 Chain Armour AC+5, Max Dex+4, Armour Check -1, Spell Fail 20% 1250gp
    Backpack 2gp
    Bedroll 1sp
    Flask 3cp
    Flint and Steel 1gp
    3x Oil Flasks 15sp
    Belt Pouch 1gp
    10x Rations 5gp
    Rope 50' 10gp
    2x Sacks 2sp
    Whetstone 2gp
    10x Firewood 1sp
    Explorers Outfit 10gp
    4x Holy Water 100gp
    4x Cure Light Wounds Potions 200gp

    Money 73gp
    Last edited by deadestdai; Monday, 31st May, 2004 at 07:58 AM.

  6. #176
    Novice (Lvl 1)

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    Faustus Ignazio

    Faustus Ignazio, human fighter (kensai) 4/swashbuckler 3
    HD 7d10+7 (50 hp)
    Abilities: Str 14, Dex 17, Con 13, Int 16, Wis 8, Cha 12
    35 pnt buy 14 (6) 16 (10) 13 (5) 16 (10) 8 (0) 12 (4)
    Saves: Fort +8, Refl +5, Will +1
    Init +3
    Speed 30 feet
    AC 17 (+3 Dex, +4 Armor), flatfooted 16, touch 14, ACP -2, Spell Failure 20%
    Bab +7, Grapple +9

    Meteor Hammer, TH #2: +13 melee (1d6+10, critical 19-20/x2)
    Meteor Hammer, TH #1: +13 melee (1d6+9, critical, 19-20/x2)
    Brass Knuckles: +10 melee (1d4+5, critical x2)
    Push Knife: +10 melee (1d3+5, critical x3)
    Throwing Knives: +10 ranged (1d3+5, critical x2)

    Full Attack:
    Meteor Hammer #2, TH: +13/+8 melee (1d6+10, critical 19-20/x2)
    Meteor Hammer #1, TH: +13/+8 melee (1d6+9, critical 19-20/x2)
    Meteor Hammer, TWF: +11/+11/+6 melee (#1 1d6+8/#2 1d6+8, critical 19-20/x2)
    Brass Knuckles: +10/+5 melee (1d4+5, critical x2)
    Brass Knuckles, TWF: +8/+8/+3 melee (1d4+5/1d4+4, critical x2)
    Push Knife: +10/+5 melee (1d3+5, critical x3)
    Push Knives, TWF: +8/+8/+3 melee (1d3+5/1d3+4, critical x3)
    Throwing Knives: +10/+5 ranged (1d3+5, critical x2)
    Throwing Knives, TWF: +8/+8/+3 (1d3+5/1d3+4, critical x2)

    #'s indicate which head is being used, when TWF for example he uses the adamantine head for his main hand, and the +1 head for his offhand, and the attack bonuses are the same as adamantine is always considered masterwork.

    Skills and Feats: (72 skill points, 10/5 max ranks)
    Balance +15 (10 ranks)
    Bluff +9 (8 ranks)
    Climb +8 (6 ranks)
    Diplomacy +13 (8 ranks)
    Escape Artist +9 (6 ranks)
    Jump +14 (10 ranks)
    Sense Motive +9 (8 ranks)
    Tumble +15 (10 ranks)

    Feats: EWP: Meteor Hammer, Two-Weapon Fighting, Combat Expertise, Improved Trip, Weapon Focus: Meteor Hammer, Weapon Specialization: Meteor Hammer, Weapon Finesse, Combat Reflexes

    Prof: Light armor, shields, simple weapons, meteor hammer

    Chosen Weapon (meteor hammer): +1 to attack and damage with chosen weapon, increases every five levels.

    Grace: +1 competence bonus to reflex saves

    Insightful Strike: Add Intelligence modifier to damage with Finesse weapons.

    Possessions (10k): throwing knives x10 (10 gp) 5 lb., silvered brass knuckles x2 (6 gp) 2 lb., cold iron push knives x2 (4 gp) 1 lb., silvered push knives x2 (6 gp) 1 lb., courtier's outfit 6 lb., etched silver ring (3 gp), carved knucklehead clasp (3 gp), fine silver stud earrings (2) (5 gp), travel cloak (1200 gp), bracers of striking (1350 gp), chainshirt (100 gp) 25 lb., meteor hammer (head #1 adamantine/head #2 +1) (7308 gp) 3 lb., 5 gp #sp #cp

    Description: Bedecked in the deepest of purples and blacks, embroidered with the finest silver thread, Faustus is an image for any courtly affair. His gait is smooth and unrestrained, the whorled black and purple cloak swirls about his ankles. His pitch-black hair is cut short and spiked, his ears are fine, and almost pointed with a silver stud in each lobe. Shimmering eyes of the royalest blue seem to dance with wit. The sharp, graceful lines of his face draw you to the small goatee, finely kept, and the warm too-curious smile of a man who will never see enough.

    Personality: Faustus is a man who will never see enough, and has yet to see much that really excites him, despite having quite the history on the road behind him. Having insulted kings, mocked knights, wooed fair damsels, and even once challenged a dragon to a duel, he still hasn't had enough. Something out there waits for him, someday he'll find it (he never thinks that it will someday find him). Always with a tale on his tongue and a smile that would make a monk blush, he'll give almost anything a try, at least once, maybe two or three times, hell even four times if he feels up for it.

    History: Supposedly born into a minor noble family, Faustus grew up without needing to do much, although he always strove to do more than anyone would let him. At five he snuck out on to the roof and decided he could fly, taking a mighty leap he almost missed the ground, save for the fact that he didn't and landed with a dull thud in a luckily placed pile of hay. At seven he tried to run away with an acting troupe, he made it about half a day out of the villa when he was discovered and returned. At eleven he challenged his history teacher to a proper duel, and promptly beat him sending the poor man into a wallowing depression that lasted years. At fifteen, during a visit to a king with his family, he decided that the king needed a better wardrobe and cook, as he thought the king's taste was wretched and the food bland and tasteless. This went well, with his family being thrown out of the court and a massive fine imposed upon them, luckily avoiding the gallows. Finally at seventeen, fed up with the life in the minor courts, he bid farewell to his family, which with much "forced" despair let him go (meaning they wanted him gone probably more than he wanted to be gone). So with a rapier at his hip, some fine threads he had specifically had tailored for himself, he headed out into the world. At eighteen he dueled with a knight of the king's court, and happily knicked the knight's fine sword as he lay bruised in the dust. At nineteen, he finally met a match, a wandering monk who wielded a strange rope weapon with weights attached to it. Despite receiving a prompt beating, he had found something finally interesting in the world, spending the next year with the monk he trained in the use of this interesting weapon, soon developing amazing skill with it. So, he set off again; again tried to fly, this time successful if only for a little bit longer, as he happened to be jumping off of a cliff into a lake (as he decided it was better than meeting up with the horde of relatively nasty looking ogres and such that chased him up to that cliff after he managed to steal his way into their camp, trick the chieften out of his bracers, and then happily proclaim himself the new chief). Traveling now on foot after his mount didn't make it out of the last drab encounter, he watches the interesting marks on the back of his hand change and shift and feels that still, despite the women, the duels, the wine, something was missing.

  7. #177
    Orillian of Forbach
    Male Human Conjurer 7 (prohibited schools: evocation & necromancy)
    XP: 21000
    Patron Deity: None

    Str: 8 (0 points)
    Dex: 14 (6 points)
    Con: 14 (6 points)
    Int: 18 (13 points, +1 lvl 4)
    Wis: 12 (4 points)
    Cha: 14 (6 points)

    HP: 33 (7d4+14)
    AC: 12 (+2 Dex) touch 12, flat-footed 10.
    Init: +6 (+2 Dex, +4 Improved Initiative)
    BAB: +3
    Grap: +2
    Speed 30 ft. (base 30, load light, no armor)

    Fort: +5 (+2 base, +2 con, +1 cloak)
    Ref: +5 (+2 base, +2 dex, +1 cloak)
    Will: +7 (+5 base, +1 wis, +1 cloak)

    Melee Attack: +2
    Ranged Attack +5

    Languages: Common, Draconic, Terran, Elven.

    Skills (64 skill points)
    +12 Concentration (10 ranks, +2 Con)
    +9 Decipher Script (5 ranks, +4 Int)
    +8 Diplomacy (4 cc ranks, +2 Cha, +2 synergy)
    +14 Knowledge (arcana) (10 ranks, +4 Int)
    +9 Knowledge (nobility & royalty) (5 ranks, +4 Int)
    +12 Knowledge (planes) (8 ranks, +4 Int)
    +6 Knowledge (religion) (2 ranks, +4 Int)
    +5 Ride (3 cc ranks, +2 Dex)
    +16 Spellcraft (10 ranks, +4 Int, +2 synergy)
    +1(+3) Listen (+1 Wis, +2 Alertness if familiar within 5 ft.)
    +1(+3) Spot (+1 Wis, +2 Alertness if familiar within 5 ft.)

    Alertness (bonus if familiar is within 5 ft.)
    Spell focus - conjuration (char 1)
    Improved initiative (human bonus)
    Scribe scroll (wiz 1)
    Augmented summoning (char 3)
    Extend spell (wiz 5)
    Improved familiar (char 6)

    Spells Prepared
    DC: 14 + spell level (15 + spell level for conjuration spells)
    0lvl – acid slash*, arcane mark, detect magic(x2), prestidigitation,
    1st – charm person, feather fall, grease*, mage armor*#, shield, unseen servant*,
    2nd – hideous laughter, minor image, mirror image, summon monster II*, web*,
    3rd – haste, stinking cloud*, summon monster III*(x2),
    4th – charm monster, dimension door*, summon monster IV*.
    * Conjuration spell
    # Used

    0lvl – acid splash*, arcane mark, daze, detect magic, detect poison, ghost sound, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
    1st – alarm, charm person, disguise self, endure elements, feather fall, grease*, mage armor*, shield, silent image, summon monster I*, unseen servant*,
    2nd – acid arrow*, glitterdust*, hideous laughter, invisiblility, minor image, mirror image, summon monster II*, web*,
    3rd – dispel magic, fly, haste, hold person, protection from energy, stinking cloud*, summon monster III*, tongues,
    4th – charm monster, dimension door*, summon monster IV*.
    * Conjuration spell

    Bollo, Small earth elemental familiar
    Small Elemental
    Hit Dice: 7d8 (16 hit points)
    Initiative: -1
    Speed: 20 ft.
    Armor Class: 21 (+1 size, -1 Dex, +11 natural), touch 10, flat footed 21
    Base Attack/Grapple: +3/+2
    Attack: Slam +7 Melee (1d6+4)
    Full Attack: Slam +7 Melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Earth mastery, Push
    Special Qualities: Darkvision 60 ft., earth glide, elemental traits, improved evasion, share spells, empathic link, deliver touch spell, speak with master.
    Saves: Fort +3, Ref +1, Will +5
    Abilities: Str 17, Dex 8, Con 13, Int 9, Wis 11, Cha 11
    Skills: Listen +3, Spot +2
    Feats: Power attack

    Bollo speak Terran but rarely choose to do so.

    Earth Mastery (Ex): Bollo gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

    Push (Ex): Bollo can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

    Earth Glide (Ex): Bollo can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Bollo was summoned by Orillian to replace the raven familiar he lost in a fight with a terrible green dragon (see below). Bollo appears to be a chunk of granite roughly the form of a short humanoid. It has gruff manners and seems to deeply dislike serving Orillian (perhaps with good reasons…). Nevertheless, it’s loyal and follows the orders of its master without (much) complain.

    Height: 6'0" tall
    Weight: 162 lbs
    Age: 23 years old
    Hair: Light brown and short
    Eyes: Light gray
    Skin: Pale
    Orillian loves to appear rich and usually wears some jewelry. He’s a tall, thin man. There always seems to be a smirk on his face.

    Many would say that Orillian was born with a silver spoon in his mouth and they would be quite right. He was the only child in a family both rich and part of the local aristocracy. So, as a young child, he never had to demand something for long before he had it. His tutor discovered that, in addition of being spoiled, he was actually quite gifted for understanding magical formulas. The problem was getting the easily distracted child to concentrate long enough to learn anything. His parents decided that another wizard in the family would be quite useful and they sent him to a nearby wizardry guild for training.

    At the guild, there were no servants and a heavy discipline. Orillian had to work (terrible, isn’t it ?). It took some time but he eventually became focused enough to learn the complicated art that is wizardry. But deep down, he was still that lazy and spoiled brat. So, while most students preferred to blast stuff away with their magic missiles, his favorites were the conjuration spells. He loved nothing more than call on various creatures to do his chores.

    Eventually, he left the guild and, to the despair of his family, founded what could be called an ‘adventuring party’ with other young and bored nobles. They were successful for a couple of years, amassing some riches and making a name for themselves (as if they needed either of these things…). This brilliant streak was cut short by a great green dragon the group stumbled upon. Only Orillian survived and that was because he fled.

    After this disaster, the young mage returned to his family. His father found him a much calmer occupation as a city official taking care of magic regulations. Still a feeling remains, a feeling that he should do more, that he could influence more than this city, more than this world. Perhaps something will take him out of his early retirement …

    Light blue noble’s outfit (75 gp, 10 lb)
    Cloak of resistance +1 (1000 gp)
    Hand of the mage (a hand-shaped silver necklace, not the standard mummified version, a nicer looking one) (900 gp)
    Non magical golden ring (50 gp)
    Non magical golden bracelets (50 gp)
    Signet ring (5 gp)
    Leather scroll case (1 gp, 0.5 lb)
    Backpack (2 gp, 2 lb)

    In scroll case
    10 blank sheets of paper (4 gp)
    scroll of arcane lock (175 gp)
    scroll of darkvision (150 gp)
    scroll of expedious retreat (25 gp)
    scroll of knock (150 gp)
    scroll of summon monster V (1125 gp)

    On belt
    Jeweled dagger (mostly for ornamental purpose) (52 gp, 1 lb)
    Tindertwigs (5) (5 gp)
    Spell component’s pouch (5 gp, 2 lb)

    Belt pouch (1 gp, 0.5 lb) containing
    Pearl of power (1st level) (1000 gp)
    Potions of cure moderate wounds (2) (600 gp)
    10 pp, 50 gp and 8 sp in coins (1.5 lb)

    In backpack
    Spellbook (25 pages left) (3 lb)

    In chest (carried by Bollo)
    Chest (2 gp, 25 lb)
    Spare noble’s outfit (red) (75 gp, 10 lb)
    Sunrods (3) (6 gp, 3 lb)
    Candles (5) (5 cp)
    Sealing wax (1 gp, 1 lb)
    Ink vial (8 gp)
    Inkpen (1 sp)
    Trail rations (for 8 days) (4 gp, 8 lb)
    Waterskin (1 gp, 4 lb)
    Fine bottle of wine (10 gp, 1.5 lb)
    15 pp and 82 gp in coins (3 lb)

    Weight carried: 20 lb
    Carrying capacity: 26/53/80
    Weight carried (Bollo): 54.5
    Carrying capacity (Bollo): 65/130/195

  8. #178

    Haste 3.0 or 3.5 ?

    Kahuna, I know you said that spells are 3.0 but haste is a special case ... So 3.0 or 3.5 ?

  9. #179
    Quote Originally Posted by GPEKO
    Kahuna, I know you said that spells are 3.0 but haste is a special case ... So 3.0 or 3.5 ?
    I think haste is a case where I would be willing to let you choose which version you know (and you can't know both, of course). I perfered the old version (and never thought it was broken), but I can see some advantages to the new one. choose and set it in stone.

  10. #180

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    KB - I'm getting married tomorrow and so obviously won't be able to get online until I can get rid of my family (Tuesday.).

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