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Thread: Characters for "Shackled City"
Monday, 19th July, 2004, 04:41 AM #1
Acolyte (Lvl 2)
Characters for "Shackled City"
~~Characters go here~~
Last edited by Majin; Monday, 19th July, 2004 at 04:41 AM.
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Monday, 19th July, 2004, 06:47 PM #2
Male, Half Elf, Sorcerer lvl.4
Str: 11 (+0)
Dex: 14 (+2)
Con: 14 (+2)
Int: 14 (+2)
Wis: 12 (+1)
Cha: 17 (+3)
AC: AC 12, Touch 12, Flat 10
Speed 30 ft. (base 30, load , no armor)
Fort: +3 (+1 base, +2 ability, +0 Magic)
Ref: +3 (+1 base, +2 ability, +0 Magic)
Will: +5 (+4 base, +1 ability, +0 Magic)
+2 Ranged, Light Crossbow, 1d8, 20/x2 80’r
+2 Melee, Short Spear, 1d6, 19-20/x2
+2 Throw, Short Spear, 1d6, 19-20/x2, 20'r
Level 0 (6 a day / 6 known)
Ray of Frost
Level 1 (6 a day / 4 known)
Level 2 (3 a day / 2 known)
Height: 6'3” tall
Weight: 124 lbs
Age: 25 years
Hair: Half long Dark Brown
Languages: Common, Elven, Undercommon, Terran
+9 Concentration (+2, +7, +0)
+5 Decipher Script (+2, +3, +0)
+5 Diplomacy (+3, +0, +2)
+5 Gather Information (+3, +0, +2)
+9 Knowledge (Arcane) (+2, +7, +0)
+3 Knowledge (Planes) (+2, +1, +0)
+3 Listen (+2, +0, +1)
+3 Search (+2, +0, +1)
+12 Spell craft (+2, +7, +3)
+3 spot (+2, +0, +1)
-Skill Focus (Spellcraft)
- Magic Sleep Immunity
- +2 Save vs. Enchantment
- Low-Light Vision
- +1 Listen, Search and Spot
- +2 Diplomacy and Gather Information
Elyas is a tall young man with no noticeable muscle buildup. He has dark brown hair that reaches to his shoulders. Not caring to much about appearances he can usually be seen with ink stains on his clothing and even face.
Elyas is a quiet individual and easy to get along with. He can get a bit annoyed when someone interrupts him from his reading and/or writing. He has a tendency to read everything he can get his hand on, and will write down everything he find interesting, although no one can figure out what his interests are because he seams to be interested in everything but has no apparent extended knowledge about any one subject.
Elyas was born from two Half-elves. His father is a low level sorcerer and his mother is a professional scribe. He was raised in a small no name village where his mother still works as an occasional scribe and his father works as the villages teacher. Because of his parents he learned to read and write at an early age, but also got stuck with a book obsession and an expensive coffee addiction.
Now that he has entered adulthood his parents urged him to explore the world and find his way (he suspects that his parents just wanted him to leave the house).
After one week of traveling he finds himself in a town called “Cauldron”
Where he shelters from the rain in a local inn called “The Drunken Morkoth”
I acquired this leather-bound book so I can write down my adventures and findings. I hope this book will be of some interest for future explorers and that my parents will be proud of me when they read this (if they ever do).
At the moment I’m sitting in “The Drunken Morkoth” in a town called “Cauldron”.
Cauldron is a fascinating town because it is located in the mouth of a dormant volcano (well at least I hope it’s dormant). I look forward to exploring this town tomorrow, if the weather ever clears up.
Explorer’s outfit (Equipped, 8wt)
Crossbow, Light (4wt)
Short spear (3wt)
Case, Crossbow bolts (0.5wt)
x30 Bolts (3wt)
Spell component pouch (3wt)
x20 Phosphorescent moss
Bit of Fleece
Ink pen (0wt)
Ink (1 oz. vail) (0wt)
Flint and steel (0wt)
Water Skin (4wt)
Oil (1-pt. flask) (1wt)
Mess Kit (1wt)
x5 Rations, Trail (0.5wt)
Tent, one person (10wt)
Book (Blank) (3wt)
Lantern, Hooded (2wt)
Grinded coffee (0.25wt)
Coins- 0pp, 10gp, 4sp, 0cp (0.6wt)
Total weight carried – 52.35 lbs (Medium Load)
Light load - 38 lbs or less
Medium load - 39-76 lbs
Heavy load - 77-114 lbs
Lift 114 lbs, lift and stagger 228 lbs
Drag 570 lbs
Last edited by Dhes; Wednesday, 28th September, 2005 at 09:28 PM.
"Do unto otters as you would have them do unto you." ~Mrs. Marietta Cosmopilite, 3 quirm street, Ankh-Morpork, A Disc Philosopher .
Lamentation of Lolth Loot List
The Ancient Paths Loot list
Monday, 19th July, 2004, 08:16 PM #3
Novice (Lvl 1)
Male Human Hexblade 4
Str 16 (+3)
Dex 13 (+1)
Con 12 (+1)
Int 13 (+1) (4th lvl increase)
Wis 14 (+2)
Cha 14 (+2)
Hit Points 38
AC 15, Touch 12, Flat 14
BAB +4, Grap +6
Speed 30 (base 30) (current enc load: Light)
Fort +2, Ref +2, Will +6
+7 Melee, Morningstar, 1d8+3, x2
+7 Melee, Dagger, 1d4+3, 19-20/x2
+5 Ranged, Light Crossbow, d8, 19-20/x2
Medium, 6'2" tall, 200 wt, 21 yrs old
Black hair w/goatee, Emerald eyes, Tanned skin
Speaks Common, Abyssal
Bluff +8 (4)
Craft (Weaponsmithing) +4 (3)
Intimidate +11 (7)
Knowledge (Arcana) +6 (5)
Knowledge (Religion) +3 (2) cc
Sense Motive +3 (1) cc
Spellcraft +4 (3)
-Improved Initiative (Zeric studies of martial tactics have given him the ability to often strike before his opponents do. (+4 Initiative) )
-Weapon Focus (Heavy Flail) (Zeric has trained extensively with the Heavy Flail and prefers it to other weapons. His study of the weapon grants him a +1 to attack rolls with the weapon)
-Persuasive (While Zeric's brute force tactics may seem crude to some, there is no doubting their effectiveness. He gains a +2 to Bluff and Intimidation checks.)
-base speed 30`
-1 extra feat at 1st level
-4 extra skill points at 1st; 1 extra skill point at each additional level
-Proficient with all simple and martial weapons, with light armor, and with shields.
-Can cast spells w/no armor check penalty when in light or no armor
-Hexblade curse 1/day (opponent suffers 2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hr. A successful Will save (DC 10+ hexblade level + hexblade Cha modifier) negates the effect)
-Arcane Resistance: Zeric gains a bonus equal to his Charisma bonus (+2) on saving throws against spells and spell-like effects.
-Mettle: If Zeric makes a successful Will or Fort save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fort partial), he instead completely negates the effect. If he is unconscious or sleeping, he does not gain the benefit of mettle.
- Summon Familiar: Although Zeric has not taken the time to do so, he has the ability to summon a familiar to his side.
1st: Magic Weapon, Disguise Self
Spells per Day
-Placeholder for background
Standing a little over six foot in height, with broad shoulders and muscular physique, Zeric cuts an imposing figure with just his physical presence. His emerald eyes are set deep in his features and a thick puckered scar runs from the corner of his right eye down to the middle of his neck. He keeps his dark black hair cut short, and while still a young man, he looks much older, and gray streaks are already appearing in his hair.
Zeric's stare is often a cold one, and his face is normally set in a grimace. He constantly wars with his training as a servant to Hextor, and his desire to show the world he is not a product of his environment.
His chain mesh shirt is a plain one, with several of the links not quite being uniform with the others, and the morningstar is also equally unadorned. Deer horn pommeled daggers rest in the sheathes of his well worn boots, and a fraying brown cloak is worn when he expects the weather to be bad.
Light Crossbow w/10 bolts 5lbs
Chain Shirt +4 AC +4 Max Dex -2 Penalty Check 0%ACS 25lbs
-50’ silk rope 5lbs
-3 sunrods 3lbs
Current Enc Weight: 57lbs
Light Load: 76 lb. or less
Medium Load: 77–153 lbs
Heavy Load:154–230 lbs
Max Lift and stagger: 460 lbs
Drag: 1,150 lbs
Last edited by Verbatim; Friday, 7th October, 2005 at 05:28 PM.
Monday, 19th July, 2004, 10:19 PM #4
Novice (Lvl 1)
Chaotic Good Male Half-Elf Bard (4)
Celebrates Corellon Larethion
STR: 14 (2)
DEX: 14 (2)
CON: 14 (2)
INT: 12 (1)
WIS: 12 (1)
CHA: 16 (3)
~ Touch: 12
~ Flat-Footed: 15
(3) Fortitude: 1 + 2
(6) Reflex: 4 + 2
(5) Will: 4 + 1
(6) Initiative: 2 + 4
~ (5) Grapple: 3 + 2
Short Sword – 5 (1d6+1) 19x2
Shortbow – 5 (1d6) 20x3
(2) Appraise – 1 + 1 + 0
(1) Balance – 2 + 1 – 2
(8) Bluff – 3 + 5 + 0
(1) Climb – 1 + 2 – 2
(4) Concentration – 2 + 2 + 0
(2) Decipher Script – 1 + 1 + 0
(10) Diplomacy – 3 + 1 + 6
(3/5) Disguise - 3 + 0 + 0/2 to act "in character"
(8) Gather Information – 3 + 1 + 4
(2) Hide – 2 + 2 – 2
(5) Intimidate (cc) - 3 + 0 + 2
(1) Jump – 1 + 2 – 2
(6) Knowledge (History) – 1 + 5 + 0
(6) Knowledge (Local) – 1 + 5 + 0
(4) Listen – 1 + 2 + 1
(12) Perform (String Instruments) – 3 + 7 + 2
(2) Search (cc) – 1 + 0 + 1
(6) Sense Motive - 1 + 5 + 0
(1) Slight of Hand - 2 + 1 - 2
(2) Spot (cc) – 1 + 0 + 1
(-1) Swim – 1 + 2 – 4
(4) Use Magic Device – 3 + 1 + 0
(3) Speak Language – 0 + 3 + 0
(0) - 3
(1) - 2 + 1
(2) - 0 + 1
(0) Detect Magic
(1) Charm Person
Cure Light Wounds
Point Blank Shot
+1 Listen, Search, and Spot
+2 Diplomacy and Gather Information
Immunity to Magical Sleep
+2 save versus Enchantments
(4) Bardic Music
Inspire Courage +1
Inspire Competence +2
(7) Bardic Knowledge
(Level + INT + Skill Synergy)
Short Sword (2lbs)
~ Type: Piercing
~ AB: 3
~ Damage: 1d6+1
~ Critical: 19x2
~ Type: Piercing
~ AB: 4
~ Damage: 1d6
~ Critical: 20x3
Masterwork Chainshirt (25lbs)
~ Type: Light
~ AC: 4
~ MAX DEX: 4
~ Check Penalty: -1
~ Spell Failure: -
~ Speed: 30ft
~ AC: 1
~ Check Penalty: -1
~ Spell Failure: 5%
Artisan’s Outfit (4lbs)
Masterwork Mandolin (3lbs)
(2) Belt Pouch (1lb)
(20) Arrows (3lbs)
Weight Carried: 52lbs (Light Load = 30ft)
Light Load: 58lbs or <
Medium Load: 59lbs – 116lbs
Heavy Load: 117lbs – 175lbs
Lift Over Head: 175lbs
Lift Off Ground: 350lbs
Push or Drag: 875lbs
GP – 47
SP – 16
CP – 12
STR: 16 (3)
DEX: 13 (1)
CON: 17 (3)
INT: 2 (-4)
WIS: 11 (0)
CHA: 6 (-2)
AC: 13 (-1 Size, +1 DEX, +3 Natural)
~ Touch: 10
~ Flat-Footed: 12
(1) Initiative: 1 + 0
~ (9) Grapple
Hoof – 4/4 (1d4+3)
+2 DEX versus Slipping & Falling
Pack Saddle (15lbs)
Winter Blanket (3lbs)
Cold Weather Outfit (7lbs)
Grappling Hook (4lbs)
50ft Silk Rope (5lbs)
(2) Torch (2lbs)
Flint & Steel
(20) Arrows (3lbs)
Scroll Case (.5lbs)
Weight Carried: 49.5lbs (Light Load = 30ft)
Light Load: 230lbs or <
Medium Load: 231lbs – 460lbs
Heavy Load: 461lbs – 690lbs
Orpheus grew up with his single elven mother, who taught him the Elven language and passed along her musical penchant, in a house governed by a dwarven clan who had adopted his mother into it because she was a traveling companion of one of their leaders. His father was killed in battle.
Growing up around the busy and bustling dwarven community, Orpheus was taught the language and of many of the heroic deeds done by the dwarves. Wishing to be like his mentors, Orpheus joined the clan’s military, starting as a page for a leading knight of the clan. At the age of sixteen Orpheus was sent off to war at the heels of his gallant master.
In the midst of the dwarven-gnoll skirmish, Orpheus’ master was hit with a stray arrow and killed. Orpheus, for fear of meeting a similar end, fled the battle, and never returned to his home with the dwarves, for fear of what they might think of him. Orpheus was presumed killed in action by the dwarves.
Without a home, Orpheus wandered to a nearby human civilization, where he again joined the military as a simple means to a living. By nineteen he was off to war again, but this time across the vast ocean. He made his keep onboard ship as a musician; far too scrawny to row oars, and not competent enough to navigate. In battle, Orpheus maintained the role of a craven weakling by use of the bow rather than the sword. As his companions fought and died around him, Orpheus fled; again, for fear of dying.
Now stranded on a completely alien land, Orpheus searched for a new place to call home. His search took him to a small gnome community. The little folk welcomed him, and treated him as a prince; valuing his knowledge of “foreign parts” and “elfish arts.” He amused the gnomes with his music and tales of daring deeds, and the gnomes in turn taught him their language and more poems to add to his repertoire.
At twenty-three, Orpheus said his farewells to his generous friends, to lead a life of adventure, and to atone for his past cowardice. He has spent the last years of his life traveling to different cities, learning new lyrics, and trying to make a name for himself.
Orpheus has lived his life with a variety of different peoples, and his personality shows it. At times Orpheus will be as gruff as the dwarves; drinking his fill, and scowling at suspicious or ludicrously-dressed strangers. Among the humans, Orpheus picked up the tendency to speak boldly of his deeds and marvel at beautiful women. By blood he is an elf, and he often shows it through his haughtiness (most of which was beaten out of him at an early age) and creativity. The ethnicity that shines through the most is his gnome side; Orpheus is always willing to learn, and is quick to jest with those that would have it.
If he’s spoony, it’s with good reason.
Above all things, Orpheus is ashamed of his past sins, and means to correct them through deeds of daring not wholly unlike the ones in his songs. He will regularly commit himself to impossible things; trying to make up for his failures, and trying to test his own abilities.
Orpheus dresses in the human martial garb. He wears a white leather, kilt-like skirt, thigh-wrapped sandals with black leathern shin-guards, and a black and red leather tunic. His forearms are protected by white leather bracers, and on his right, a steel buckler with the likeness of a blue harp embossed on it. On his left hip, strapped to a black leather belt, is a short sword of common value; at his right, a quiver of arrows. When in use, he holds a shortbow in his left hand; otherwise it rests strapped to his back. Also fastened about his back is gnomish mandolin of exquisite quality. A wooden lyre that shows road-rash and age can be seen poking out of the top of his backpack. The strings are obviously as old as the instrument itself; some even hinting at several uses of a mending. He keeps his blonde hair shoulder length, and maintains an overly-clichéd goatee. He thinks it makes him look debonair. He travels (a lot by the looks of it) with a gray mule that is apparently only along for the ride because his “owner’s” patrons feed him apples every once in a while.
Last edited by hippocrachus; Thursday, 29th September, 2005 at 06:50 PM.
Tuesday, 20th July, 2004, 12:15 AM #5
- Join Date
- Nov 2003
- You really don't want to know.
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ø Ignore kirinke
Alinis Tahlnae Rilynn-Mitore
RACE: Female, High Elf,
CLASS: Ranger 4
ALIGN: Chaotic Good
Home: The Sapphire Mountains (part of the Nerenese empire)
(+3) Str: 16
(+1) Int: 13
(+0) Wis: 10
AC:....... 17 (10 base + 3 dex + 4 chain shirt)
Init:....... +7 (3 base +4 feat bonus)
Grapple:.. +7 (bab + str mod)
Speed:.... 30 ft. (base 30, load , no armor)
Fort: +6 (+4 base, +2 ability, +0 Magic)
Ref: +7 (+4 base, +3 ability, +0 Magic)
Will: +1 (+1 base, +0 ability, +0 Magic)
+07 Ranged: Mighty ShortBow +2
+07 Ranged: Throwing Dagger
+07 Melee: Dagger
+07 Melee: Long Sword
+07 Melee: War hammer
Height: 6' tall
Weight: 150 lbs
Age: 110 years
Hair: Waist lth Brilliant red, curly
Eyes: Translucent Blue
Skin: Healthy Cream
Common, Elven, Draconian, UnderCommon.
******(Mod, Rank, Misc.)
+04 Handle Animal...............(+0, +4, +0)
+08 Heal............................(+0, +8, +0)
+10 Hide............................(+3, +5, +2) 49
+05 Knowledge (Nature)........(+1, +4, +0)
+09 Listen..........................(+0, +7, +2)
+08 Move Silently................(+3, +5, +0)
+08 Spot............................(+0, +6, +2)
+02 Survival........................(+0, +2, +0)
+08 Search..........................(+0 +6 +2)
+02 Speak Language
Note: When wearing chain shirt, she has a -2 penalty on her move silently and hide skills.
-Two Weapon Fighting
- 1st Favored enemy: Incorporeal undead
- Combat Style Archery: Rapid shot,
- Animal Companion
- Wild Empathy
- Simple and martial weapon proficiency
- Light armor and shield proficiency
- Magic Sleep Immunity
- +2 Save vs. Enchantment
- Low-Light Vision
- +2 Listen, Search and Spot
- Martial weapon proficiency
Alinis is a beautiful, 6ft tall elf with a slender, deceptively muscular build. Her skin is flawless, healthy cream, characteristic of most true red-heads. Her brilliant red hair is curly and usually pulled back into a thick braid. Her eyes are translucent blue.
Alinis is dressed simply, in a pair of gray trousers and a blue shirt and darker blue vest, along with a black scabbard and dusty, comfortable boots. Over this, she wears an enveloping cloak of mottled green and gray. Strapped to her back is a non-descript battered back-pack and a quiver-scabbard cunningly attached to the backpack. Everything she wears looks comfortable, well-tended and well-used.
Alinis is best described as cheerful and idealistic, a characteristic of the young and inexperienced. For her, humans and other races are endlessly fascinating. She loves learning new things and different cultures astound her. Her parents once told her that she was as curious as ten cats and got into more trouble than any of her siblings put together. They were amazed that she reached childhood, considering some of the scrapes she got herself into.
Alinis is the daughter of a major elfish duke and duchess. Now an adult, Alinis has been sent on her own walk-about, to learn the ways of the world and get practical experience in dealing with other races and individuals.
In this way, the elves of her land do not have the general haughtiness characteristic of most Elvin peoples. As her journey progressed, she met a wandering ranger, who taught her much of his trade. She found she excelled in archery and tracking and decided to turn away from her parents wizarding ways.
But, despite this, the call of magic is strong in her family, and she may yet answer it, in her own unique way. Alinis also goes by the name of Ruina, a childhood nickname meaning Flamey, which refers to both her brilliant red hair and her own occasional bursts of temperamental cursing.
JOURNAL ENTRY 1
After acquiring a rather abused looking hinny from an unpleasent looking trader, I have traveled to a unusual town called Cauldron, located in the middle of a dormant volcano. How such a town came to be, I have no idea. But as it is the only town of any decent size within a five day walk, I shall tarry here for a bit to see if I can find some gainful employment. I believe I shall name my hinny Sweetbee, for the innate sweetness I see in her and her tendency to lash out at anything that looks like a human male. (a hinny is a female mule, the product of a jackass and horse, i forget the parentage)
Chain Shirt ........................... (Equipped, 25wt)
Mighty Composite Short Bow +2 (Equipped, 3 wt
Traveler’s outfit.................... (Equipped, 5wt)
Signet Ring .......................... (Equipped, 0wt)
Quiver-Scabbard .................. (Equipped. 2wt)
Money belt.......................... (Equipped. 0wt)
Healing kit .......................... (Equipped. 1wt)
Chalk ................................ (Equipped. 0wt)
Warhammer ....................... (Equipped. 5wt)
Long Sword ....................... (In Quiver-Scabbard, 4wt)
40 arrows .......................... (1wt)
Dagger .............................. (0wt)
Belt-pouches ................ (Equipped, 0.5wt)
Tinderbox .................... (0wt)
Flint and steel .............. (0wt)
Bow String’s ................. (0wt)
BackPack....................... (Equipped 2wt)
Mess Kit......................... (1wt)
Cooking Kit..................... (1wt)
Alinis' Total Wgt Carried: 53 wt
Hackamore ............... (1wt)
Packsaddle ............... (15wt)
Saddle bags ............. (8wt)
Oats ...................... (1wt)
Horse grooming kit..... (1wt)
Saddle bags .............. (8wt)
Explorer’s outfit ......... (8wt)
Water skin ................ (4wt)
Bedroll/blanket .......... (5wt)
Crowbar .................. (5wt)
Journal ................... (1wt)
Quillset, ink ............. (0wt)
Saddle bags .................... (8wt)
Mixed dried fruits.............. (1wt)
Mixed dried beans/peas...... (1wt)
Mixed nuts...................... (1wt)
Dried beef....................... (1wt)
Smoked bacon................. (1wt)
Sunflower oil................... (0.5 Gallon)
Toiletry kit .................... (0.5wt)
1 ounce of soap ............ (0wt)
Mule's Total Weight Carried: 72 lbs
Coins- 00pp 50gp, 50sp, 50cp
Last edited by kirinke; Friday, 14th October, 2005 at 07:15 PM.
Growing old is inevitable. Growing up is optional.
Mercy depends greatly on both sides ability to listen to reason.
Redemption is an easy path indeed, however Atonement is a more difficult road to travel down.
Tuesday, 20th July, 2004, 05:45 AM #6
Acolyte (Lvl 2)
Appearance: From the neck down, Raven has a body to die for. She is tall, lean, muscular and voluptuous. But her face reveals telltale traces of her orcen heritage. Most men prefer their women without tusks, grayish skin, and skull-like features. Aware of this, Raven lets her jet-black hair grow past her shoulders. She normally keeps it back in a pony tail, but sometimes lets it flow around her face for additional concealment.Code:Name: Raven Class: Rogue3/Brb1 Race: Half Orc Size: Med Gender: Female Alignment: CG Deity: Pelor Str: 16 +3 (6p.) Level: 4 XP: 6000 something Dex: 16 +3 (10p.) BAB: +2 HP: 31 (3d6+1d12+8) Con: 14 +1 (5p.+1@4th) Grapple: +5 Dmg Red: XX/XXXX Int: 14 +2 (10p.) Speed: 40' Spell Res: XX Wis: 8 -1 (0p.) Init: +3 Spell Save: +X Cha: 10 +0 (4p.) ACP: -X Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +3 +0 +0 +0 16 Touch: 13 Flatfooted: 12 Base Mod Misc Total Fort: 3 +3 +6 Ref: 3 +3 +6 Will: 1 -1 -0 Weapon Attack Damage Critical MW Greataxe +7 1d12+4 x3 Heavy Mace +6 1d8+4 x2 Dagger (melee) +6 1d4+3 19/20 x2 light crossbow +6 1d8 19/20 x2 80’ dagger (thrown) +6 1d4+3 19/20 x2 10’ Languages: Common, Orc, sign language, halfling Abilities: Sneak Attack (3d6), Trapfinding, evasion, trap sense +1, fast movement, rage Feats: Combat Expertise, improved feint Skill Points: 65 Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Balance 0 +3 +2 +5 Bluff 6 0 0 +6 Climb 3 3 0 +6 Disable Devise 5 +2 +2 +9 Hide 6 +3 0 +9 Jump 5 +3 +2 +10 (incl tumble synergy) Listen 6 -1 0 +5 Move Silently 6 +3 0 +9 Open Locks 5 +3 +2 +10 Search 6 +2 0 +7 Sense Motive 4 -1 0 +3 Spot 5 -1 0 +3 Tumble 5 +3 +2 +10 Use Rope 3 +3 0 +6 Equipment: Cost MW Studded Leather armor (15 lbs) 15 Heavy mace (8 lbs) 12 MW Greataxe (12 lbs) Light crossbow(4 lbs) 35 20 bolts in quiver (2 lbs) 2 Dagger (belt)(1 lb) 2 Belt pouch (1 lb) holds 1 Masterwork Thieves Tools(1 lb) 100 Backpack (2 lb.) holds: 2 Water skin (4 lb.) 1 1 Days of trail rations (1 lb.) .5 Signal whistle (0 lb.) .8 Silk rope [50’] (5 lb.) 10 Grappling hoook (1 lb.) 4 empty sack(.5 lbs) .1 Total Weight:53.5 lb Money: 22gp 6sp 00cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 230 1150 Age: 16 Height: 5'11" Weight: 170lb Eyes: Black Hair: Black Skin: pale grey
Background: Raven was first called PW16061. Public wards at Pelor’s Cauldron orphanage were first given numbers instead of names. Having been dropped off anonomously, and without a note, Raven got her name simply from the black locks that were already evident as an infant.
Raven did well growing up in the orphanage. She was tough, smart, and matured more quickly than most of her peers. Her life took a significant turn one evening when, having snuck off the orphanage grounds, she was kidnapped by members of the local thieves guild. This group was looking for more recruits with darkvision to act as lookouts on their nocturnal endevers. Raven quickly took to this life, enjoying the thrill and wealth. But she could not reconcile thievery and murder with the values she’d been raised with. Realizing wealth and excitement could be found as an adventurer, with fewer moral qualms, she informed the thieves she was no longer interested in their employ. Never a member of the guild, she was under no obligation to them, however, she does fear she’s left hard feelings behind.
Level up notes
4th: take rogue(3)
add 1 pt to Con
Take skills: Bluff, disable device(2), open lock(2), spot, listen, move silently, hide, search
Last edited by Manzanita; Wednesday, 28th September, 2005 at 11:15 PM.
My PbP characters
Monday, 25th October, 2004, 08:56 PM #7
Acolyte (Lvl 2)
Cleric 4th level
Race: Dwarf (Hill)
Alignment: Lawful Good
Diety: St. Cuthbert
Weight: 140 lbs
Strength 14 +2
Dexterity 14 +2
Constitution 16 +3
Intelligence 12 +1
Wisdom 16 +3
Charisma 10 +0
AC 19 = 10+5+2+1 TOUCH=12 FLAT-FOOTED=17
FORTITUDE +7 (CONSTITUTION)
REFLEX +3 (DEXTERITY)
WILL +7 (WISDOM)
Heavy Mace +5 1d8+2 20/x2
Shortspear +5 1d6+2 20/x2
Shortspear +5 1d6+2 20/x2
Concentration +4 (1 rank)
Diplomacy +5 (5 rank)
Gather information +0
Heal +7 (4 rank)
Knowledge (arcana) +2 (1 rank)
Knowledge (history) +1
Knowledge (religion) +4 (3 rank)
Knowledge (the planes) +1
Move Silently –2
Sense Motive +5 (2 rank) (cc)
Spellcraft +4 (3 rank)
Use Rope +1
Heavy Mace 12 gold
Short spear X2 4 gold
MW Breastplate 350 gold
MW Heavy steel sheild 170 gold
Explorer's outfit 0 gold
Holy symbol (silver) 25 gold
Spell component pouch 5 gold
Water skin 1 gold
Whetstone 2 cp
Flint and steel 1 gold
2 days trail rations 1 gold
Bedroll 1 silver
Pouch 1 gold
1 potions cure light wounds 50 gold
3 scolls cure light wounds 75 gold
1 scroll Bless 25 gold
1 scroll magic weapon 25 gold
Scroll case 1 gold
Healer's kit ( 10 charges) 50 gold
Money: remaining 28 gold 8 silver 8 copper
Weight: 75 (medium load) movement 20 feet
Destruction: You can smite an opponent once per day, gaining a +4 bonus to your attack and +4 to damage.
Strength: You can perform a feat of strength once per day, adding +4 to your Strength score for one round as a free action.
Spells: 0/5 1/4 2/3
Purify food and drink
enlarge person (domain)
Bull's strength (domain)
–– RACE ABILITIES ––
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• Darkvision 60 feet.
• movement 20 feet even with medium or heavy load
• Favored Class: Fighter
• +2 racial bonus on Fortitude saves against poison.
+2 racial bonus on checks to notice unusual stonework.
Can find such by passing within 10 feet, and can find stonework traps as a rogue can.
Can intuit depth.
• Weapon Familiarity:
You treat dwarven waraxes and dwarven urgroshes
as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4
bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against giants
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(except tower shields)
• Proficient with all simple weapons.
• Aura(Ex): You have a moderate aura of Law and Good.
• Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing
a pre-prepared spell of equal or higher level.
• Restricted Spells: cannot cast Evil spells.
• Turn Undead (Su): Can turn undead 3 times per day. A turning
check is made on 1d20; turning damage is equal to 2d6+4 on a successful check.
–– FEATS ––
• Combat Casting
Description: Short even for Dwarven standards Althorn is as wide as he is tall. His hair and beard are both black with his beard neatly braided into four seperate braids, reaching close to his knees. His hair is short and unkempt. He is almost driven in his desire to root out and destroy evil, extracting justice to those who have gone unpunished. He does have a sense of humor but that is pushed out of the way when sees a need to bring justice
Background: Althron was raised as a standard Dwarf, during his childhood it was discovered that he had clerical aptitude and was encouraged to develop it although his clan was surprised when they learned he worshipped St. Cuthbert instead of Moradin. Although he wasn't openly shunned they did whisper behind his back and treated him with indifference at the best of times. Sensing this rift between him and the rest of his clan he packed up and went out to explore the world ending up in the volcanic city of Cauldron.
Last edited by Mimic; Monday, 3rd October, 2005 at 06:36 AM.
Thursday, 19th May, 2005, 06:52 PM #8
Novice (Lvl 1)
*bump for lvl 3 updates*
Sunday, 11th September, 2005, 06:54 PM #9
Enchanter (Lvl 12)
- Join Date
- Aug 2003
- Montreal, Qc, Canada
- Read 0 Reviews
ø Ignore Velmont
Code:Name: Leanthantalas 'Leanthas' of house Lindisdale Class: Wizard 3 Race: Elf Size: Medium Gender: Male Alignment: Lawful Evil Deity: N/A Str: 9 -1 (1p.) Level: 4 XP: 3000 Dex: 16 +3 (6p. +2 Rac.) BAB: +2 HP: 5 (4d4-8) Con: 6 -2 (0p. -2 Rac.) Grapple: +0 Dmg Red: -/- Int: 19 +4 (16p.) Speed: 30' Spell Res: Immune to Sleep Wis: 14 +2 (6p.) Init: +3 Spell Save: +2 vs Enchantment Cha: 14 +2 (6p.) ACP: 0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +3 +0 +0 +0 13 Touch: 13 Flatfooted: 10 Base Mod Misc Total Fort: 1 -2 -1 Ref: 1 +3 +4 Will: 4 +2 +6 Weapon Attack Damage Critical Dagger +0 1d4-1 19-20x2 Languages: Common, Draconic, Dwarven, Elven, Infernal, Sylvan Abilities: +2 Listen, Search, Spot Low-Light Vision Spellcasting Summon Familiar Martial Weapon Proficiencies (Bows, Longsword, Rapier) Feats: Wiz: Scribe Scroll, 1st: Skill Focus[Concentration], 3rd: Energy Substitution[Sonic] Skill Points: 42 Max Ranks: 7/3.5 Skills Ranks Mod Misc Total Concentration 7 -2 +3 +8 Decipher Script 7 +4 +11 Gather Information 0 +2 +2 +4 Listen 0 +2 +2 +4 Search 0 +4 +2 +6 Spellcraft 7 +4 +2 +13 Spot 0 +2 +2 +4 Knowledge[Arcana] 7 +4 +11 Knowledge[Architecture] 1 +4 +5 Knowledge[Geography] 1 +4 +5 Knowledge[History] 2 +4 +6 Knowledge[Nature] 1 +4 +5 Knowledge[Nobility] 1 +4 +5 Knowledge[Local] 7 +4 +11 Knowledge[Religion] 1 +4 +5 Spellcasting: Spells: 0 / 1 / 2 4 / 4 / 3 Spellbook: 0: All 1: Color Spray, Charm Person, Comprehand Language, Endure Element, Feather Fall, Floating Disk, Grease, Hold Portal, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement 2: Alter Self, Blindness/Deafness, False Life, Scorching Ray Spells Memorized: 0: Acide Splash, Detect Magic, Light, Read Magic 1: Color Spray, Grease, Mage Armor, Ray of Enfeeblement 2: Alter Self, False Life, Scorching Ray[Sonic] Equipment: Cost Weight Backpack 2gp 2lb Everburning Dagger 112gp 1lb Ring of Sustenance 2500gp 0lb Scholar's Outfit N/Agp 0lb Spellbook N/Agp 3lb Spell Component Pouch 5gp 2lb Total Weight: 8lb Money: 6gp 0sp 0cp Lgt Med Hvy Lift Push Max Weight: 30 60 90 180 450 Age: 153 Height: 4'9" Weight: 92lb Eyes: Dark Green Hair: Straigth Long Obsidian Skin: PaleSpoiler:
This elf is around 5 feet talls and seems some kind of skelletal. His tunic, who must have been white at some times, looks now more gray and dirty and seems to have been mend again and again. His long obsidian hair fall on his shoulders and over his face. His dark eyes fix somone without any emotion, and his voice show none either.
Leanthas is born from a noble elven family. His family have gain power among the elves both for there wisdom and the arcane art. They always been close to the leader of the nation, and generally, the patriarch of the house is one of the court wizard. The family have also gather great knowledge about the arcane art. It is a tradition that every members of a family learn also on another field of knowledge.
Leanthas is the last born of the family. He survive his birth just from the quick thinking of his older sister, a young druid. He never really receover from that, always leaving him weak. So, during his years where every young nobles elves must learn the swormanship, the archery and the arts, Leanthas find himself unable to maintain his physical training. He always needed to rest after an hour of training. One day, his mentor push him too much, and Leathas falled sick the day after. Bound to his bed, unable to even move or eat, he lay like that for months. His sister gave him a ring so his health would not degrade. When his strength started to come back and was able to sit, his sister starts to gave him books to read. His interest falled mainly on books talking on magic and legends. He was seeing in the first a way to become independent, on the second, a way to escape his bedroom.
All the attention and pity he recieved start to make him feel uneasy and finally start to hate that. Over that, his father was ignoring him, favoring Leathas' oldest brother, who is a master swordman. His father hopes that his oldest son would one day become one of the famous bladesinger who form the royal guards. Leathas become more enclosed on himself with times, passing more and more time over his books, even after his recovery. His search lead him on a legend of a dwarven wizard who had found a way to protect himself from all hunger, thirst, poison, disease and aging, vitually giving him immortality outside brutal death. The secret of this artifact could be of some use to the young apprentice, who regularly have to stay in bed because of his health problem. But the sources he had was too limited. When his father's was asked by the elven court to help the dwarves for the building of some royal chambers, he convince his father to come with him.
He left with his father and assisted him during the work. At the end, he remained in the dwarven kingdom, telling his father he didn't know when he would come back home, that he wanted to study some books in the personnal collection of the Thane. His father seems not to be affected by the news, just not caring. Leathas, after some talk with the Thane, finally gain access to his personnal collection. So Leathas was sealed in the treasure room for his study and he would only need to knock to get out for food or other needs. At first, all was good, but with time, Leathas study become more intensive. The elf was skipping meals and finish by stop to eat at all, taking adavantage of his sister's gift. It wasn't rare that the wizard fell asleep on his books. After some times, he just didn't leave the room and he lost the track of time. His study become to an end when he had the convinction that the dwarven wizards wasn't the one who created the artifact, but was given t him by some dwarven god. He also found that the artifact was lost at the same time as the wizard during some war in the underdark. His chance to find any solution for his health problem was a void. He finally close the books and came back at the door. After knowcking several time, nobody answer at all. He was entomb in the room. Leanthas start to wait, as some dwarves would someday open the door to recover some object enclosed in the room. His ring protect him from hunger, and his arcane art protect him from the cold. He knew he could not dig his way out, as his father had protected the walls with some magic against simples spells.
Last edited by Velmont; Friday, 16th December, 2005 at 02:26 PM.
"Experience is that great thing that allow you to see a mistake when you do it again."
Wednesday, 10th May, 2006, 01:33 PM #10
Acolyte (Lvl 2)