Hauptman's Red Hand of Doom Characters

DerHauptman

First Post
List of Players (27 October 06)

OK that makes the original Group as follows: (7 players)

Darius - Human, Warblade 5 (CG) [Widowmaker]

Andreena - Half-elf, Ranger/Cleric/Halfelf Paragon 1/2/2 (NG) [Eva of Sharon]

Kyrgynn - Elf, Warmage, 5 (CN) [Mr_Spiccoli]

Taargash - Gnoll, Humanoid/Ranger 2/2 (LN) [Kularian]

Tullivan - Human, Rogue/Barbarian 3/2 (CG) [Lot]

Velka - Human, Ninja 5 (CN) [Moonstone Spider]

Visara - Human, Totem Druid (tiger) 5 (CN) [Voidrazor]
 
Last edited:

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Code:
[B]Name: Andreena Colvin[/B] 
[B]Class:[/B] Ranger 1 / cleric 2 / half-elf paragon 2
[B]Race:[/B] half-elf
[B]Size:[/B] m
[B]Gender:[/B] f
[B]Alignment:[/B] neutral good
[B]Deity:[/B] Ehlonna ([B]Domains:[/B] Good, Plant)

[B]Str:[/B] 13 +1 	[B]Level:[/B] 5	[B]XP[/B]: 12500
[B]Dex:[/B] 12 +1 	[B]BAB:[/B] +3		[B]HP:[/B] 31 (5d8+5)
[B]Con:[/B] 12 +1 	[B]Grapple:[/B] +3	[B]Dmg Red:[/B] None
[B]Int:[/B] 15 +2 	[B]Speed:[/B] 20'	[B]Spell Res:[/B] None
[B]Wis:[/B] 18 +4 	[B]Init:[/B] +1	[B]Spell Save:[/B] XX
[B]Cha:[/B] 16 +3 	[B]ACP:[/B] -5		[B]Spell Fail:[/B] X%
			[B]Craft Points:[/B] XXX

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+7	+2	+1	+0	+0	+0	20
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 19

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	5	+1		+6
[B]Ref:[/B]	5	+1		+6
[B]Will:[/B]	3	+4		+7
[B]Notes: [/b]

[B]Weapon			Attack	Damage	Critical[/B]
+1 bastard sword "Meishnaer"	+5	1d10+2	19-20/*2
mw shortsword		+5	1d6+1	19-20/*2
mw dagger		+5	1d4+1	19-20/*2
mw mighty comp longbow  +5	1d8+1   20/*3
[B]Notes:[/B]

[B]Languages:[/B] Common, elven, celestial, sylvan

[B]Abilities:[/B] turn undead level 2, rebuke plants level 2, good spells at +1 level, knowledge (nature) cleric class skill,
elven vision (+2 to spot and search), persuasion (+3 bonus to diplomacy and gather info, +2 to all other cha-based skills)
divided ancestry (may take levels in elf paragon or human paragon, but not both), favored enemy giants +1, wild empathy +2

[B]Feats: [/B] exotic weapon (bastard sword), jack of all trades, practiced spellcaster, track

[B]Spells prepared[/B] (Save DC 14 + spell level; 4/3+1/2+1): 0 - 4, create water, detect magic, light, read magic; 1st - 3+1, bless, entropic shield, 
remove fear, protection from evil (D); 2nd - 2+1, barkskin (D), hold person, sound burst

[B]Skill Points:[/B] 52	[B]Max Ranks:[/B] 8/4
[B]Skills		Ranks	Mod	Misc 	Total[/B]
concentration		4	+1	0	+5
craft (carpentry)	2	+2	+2	+6
craft (painting)	2	+2	+2	+6
knowledge (nature)	4	+2		+6
listen			6	+4	+1	+11
profession (herbalist)	1	+4		+5
profession (innkeeper)	1	+4		+5
profession (sailor)	1	+4		+5
profession (scribe)	1	+4		+5
search			4	+2	+2	+8
spot			4	+4	+2	+10
survival		4	+4		+8
knowledge (religion)	4	+2		+6
diplomacy		5	+3	+3	+11
perform (dance)		2	+3	+2	+7
perform (stringed instruments)2	+3	+4	+9
bluff 			3	+3	+2	+8
spellcraft			4	+2		+6

[B]Notes: may use any skill, even untrained skills, due to jack of all trades feat[/B]

[B]Equipment:		Cost	Weight[/B]
bastard sword +1 "Meishnaer"	2335gp	6lb
mw short sword		310gp	2lb
mw dagger		302gp	1 lb
mw mighty composite longbow +1 str	500gp	3lb
+1 banded mail		1400gp	35lb
+1 light steel shield		1159gp	6lb
40 arrows		2 gp	6lb
handy haversack 	2000 gp	5lb
potion of barkskin +2	300 gp*
3 potions of shield of faith +2 150 gp*
3 potions of cure light wounds 150 gp*
bedroll			1 sp	5 lb*
3 days trail rations	15 sp	3lb*
waterskin		1 gp	4lb*
sack			1 sp	0.5 lb
flint and steel		1 gp
travelers outfit	free	0lb
clerics vestment	5 gp	6lb*
silver holy symbol (ehlonna) 25 gp 1 lb
leather armor		10 gp	15 lb*
mw carpentry tools	55 gp	5lb*
mw painter's tools	55 gp	5lb*
mw violin		100 gp	3 lb*
116 GP 3 SP			2.5lb*

[B]Total Weight:[/B]114lb, 65.5 carried, 48.5 in haversack	[B]Money:[/B] 116gp 3sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	50	100	150	300	750

[B]Age:24[/B] 
[B]Height:5'1[/B] 
[B]Weight:105[/B] 
[B]Eyes:brown[/B] 
[B]Hair:brown[/B] 
[B]Skin:light[/B]

Appearance: Andreena is small and slight of build, but is much stronger than she appears. Indeed one needs good forearm strength to wield Meishnaer as a typical arming sword. Her ears are almost elven-length, but her brown eyes will readily reveal her human side. Those who shake her hand might comment on her firm grip, and those orcs or goblins or highwaymen who have underestimated her have done so at the ultimate price, at the business end of Meishnaer.

Personality: Andreena is a relaxed and reserved character, always taking new experiences in stride. Her multitude of skills and ability with magic and blade make her confident that she can face whatever challenges life may throw her way. She likes to dance and play the fiddle, and will do either when presented the opportunity. Her pack contains a number of the tools of her trades, and her favored weapon Meishnaer is never far from her side. Andie does recognize the value of smaller blades in cramped quarters, so she keeps a couple well-made light weapons on hand as well. Finally, no Ehlonnan goes long without developing skill in the bow, and Andie is no exception.

Background:Andreena's human mother, the herbalist Mya Colvin, brought her up with a love of nature and learning. She has never seen her elven father, or knows if he is still alive. The only thing Andie has to remember her father by is his sword, "Meishnaer," the Goblinslayer. Andreena (Andie to her friends) is as close to epitomizing the proverbial jack-of-all-trades as one could possibly get, having apprenticed as a carpenter, painter, herbalist, innkeeper, scribe and sailor, and showing skill as a dancer and violin player. Of her many trades, she would probably have to pick painting and scribing as her favorties if she had to really pick. Many half-elves, of course, love creating works of art, and Andie is no exception. But she also inherited the love of plants and herbs that her mother had. She spent most of her early adventuring days traveling from town to town, offering whatever one of her numerous trade skills might be needed. And of course, when things got ugly, she could always use one of her more impressive skills, that with her father's bastard sword. Her mother didn't exactly approve of her swordplay, but the world of course is a tough place, and what better way to face threats to life and limb than with a formidable and magical hand-and-a-half blade in hand. One day, she found an enclave of Ehlonnan clergy in need of a carpenter. The Lady of the Forests had always watched over her in her travels, so she offered to work for them. In time they offered her a place amongst them, recognizing her superior wisdom and faith. She readily accepted, as the position allowed her to continue travelling and, at the same time, give her a sense of a true calling.
 

Code:
Name: Taargash Kinslayer, "Tar" for short 
Class: Monstrous Humanoid 2 / Ranger 2
Race: Gnoll
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: None

Str: 22 +6 (13p.)	Level: 5	XP: 12500
Dex: 16 +3 (10p.)	BAB: +3		HP: 38 (4d8+12)
Con: 16 +3 ( 6p.)	Grapple: +9	Dmg Red: None
Int: 11 +0 ( 5p.)	Speed: 30'	Spell Res: None
Wis: 10 +0 ( 2p.)	Init: +3	Spell Save: None
Cha:  8 -1 ( 2p.)	ACP: -3		Spell Fail: 35%
			Craft Points: ????

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+5	+2	+3	+0	+1	+0	21
Touch:	13	Flatfooted: 18

	Base	Mod	Misc	Total
Fort:	6	+3		+9
Ref:	3	+3		+6
Will:	0	+0		+0
Notes:

Weapon			       Attack	Damage	Critical
MW Greatsword			+8	2d6+6	19-20/x2
Composite Longbow(+6 Str) + 1	+7	1d8+7	   20/x3
Notes:

Languages: Common, Gnoll

Abilities: Darkvision 60ft, Natural Armor +1

Feats:  Track, Favored Enemy: Gnoll, Wild Empathy, Combat Style: Archery, Point Blank Shot, Monkey Grip

Skill Points: 22	Max Ranks: 7/3.5
Skills	       Ranks	Mod	Misc 	Total
Listen		 6	 0		 6
Spot		 6	 0		 6
Hide		 4	 3(0)		 4
Move Silently	 4	 3(0)		 4
Speak Language	 1	 n/a		 Common

Notes:

Equipment:		Cost	Weight
MW Greatsword		 350gp	 8lb
Comp.Longbow +1(+6 str) 3000gp   3lb
Arrows (20)		   1gp   3lb
Chain Shirt +1		1250gp	25lb
Heavy Steel Shield        20gp  15lb
Ring of Sustenance	2500gp	 0lb
Wand of Light		 375gp	 0lb
Wand of CureLight Wounds 750gp   0lb
Wand of Enlarge Person   750gp   0lb
Belt Pouch		   1gp	.5lb

Total Weight: 54.5lb	Money: 3gp 0sp 0cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	173	346	520	1040	2600

Age: 21
Height: 7' 8"
Weight: 320 lbs
Eyes: Yellow
Hair: Black
Skin: Dark Grey/Black


Appearance: Taargash, at a simple glance, appears to be nothing more than your standard gnoll. Big, brutish, and the animalistic appearance that marks all gnolls. But upon closer inspection, once can see subtle differences between him and other gnolls. For one, the hyena-like features are dulled somewhat from his darker fur, making him appear almost wolf-like in appearance. Another is that he stands more upright, and seems a great deal more controlled than a standard gnoll. This is further evidenced by a look into his eyes. Where there is normally bloodlust and a love of battle, there only resides cool determination and perhaps a hint of despair.

On his hip is a truly monstrous blade which Taargash wields easily with one hand, that most would only be comfortable wielding with two. In battle he is a fearsome foe, his body and armor turning aside attacks that would put the most stalwart of warriors in their graves. The bow he carries with him is a stern reminder that life, however important, can be taken in an instant. The longbow is made from thick wood, enough so that most would barely be able to get a hand around it. Part of its construction involves a few strips of steel, furthering the power that it commands. Taargash has never met another that could draw back the bow all the way, and prides himself on that fact.

Personality: The gnoll known as Taargash Kinslayer is a complex case. His temperament is a great deal more civilized than his bretheren, and he knows it. He will take great offense to any who compare him to the "gibbering idiots," as he often calls the standard gnoll. Very honorable, the gnoll takes any agreement made very seriously, though he will not hesitate to cut down those who breach it. Unlike his bretheren, who tend to attack in a disorganized manner, Tar tends to work in a single-minded determination. Focusing one one opponent, he'll make quite certain of their detachment from life before moving onto the next.

In combat, he normally fires rounds from his Greatbow at enemies until they realize the power behind the shots and attempt to fight in close quarters. Once they start approaching, Tar will close in as well, drawing out his Greatsword and shield. If his enemy specializes in ranged though, he'll get as close as possible as quickly as he can, and will possibly use his greatsword two-handed against easier-to-hit enemies.

Background: Taargash's past isn't something that you would find in most books about gnolls. To the opinion of most, Gnolls are nothing more than hyena-faced demons who delight in torture. Even from the time he was born, Tar was slightly different. While he loved battle, the rush of fighting opponents both skilled and unskilled, he didn't much care for the after battle events. The slaughter would commence of all the captured prisoners, and their screams could be heard for miles throughout the night. Tar usually avoided this, and took his share of the treasure, comparing it to his current equipment and testing it.

Often, he was made a mockery of by his fellow clanmates, and more than once the public taunting ended in a brutal brawl between the two. Despite his "softer-hearted" tendencies, Tar was a capable warrior, and rarely walked away with a loss. That didn't help things though, as strength mattered little in their tribe, and cruelty took precedence over everything. The more cruel a gnoll was, the higher prestige he had within the tribe, which Tar didn't believe was right.

Eventually, he grew tired with the way life was approached by his tribe, and deserted in the dead of night. Having come into possession of a ring some time ago that allowed him to live without needing to eat or drink anything, and get by on extremely few hours of sleep, he was able to quickly move from the encampment. Life alone wasn't as grand as he'd imagined it, and more than once he thought about returning. But he knew what awaited him there, and by far, lonliness was a much better punishment.

Several days after leaving, he heard the sounds of battle coming from the main road, which he had purposely stayed away from. Interest won out against caution, and he crept along the shadows, looking for what was happening. It appeared that a wagon was under assault by a group of bandits, made of several different races. Defending the wagon was a pair of fearsome warriors, a half-orc and a dwarf, looking to have few problems cutting down the bandits. But despite their ferocity, the numbers were overwhelming them.

Acting on sheer instinct, the gnoll broke cover, charging toward the group of bandits with his battle axe. As he charged, he called out haltingly in Common, "Orc-kin, friend!" The half-orc looked up at the declaration, and fought with renewed vigor as the gnoll joined the fray, which was enough to drive off the bandits. All three warriors suffered injuries, but the wagon, and the merchant inside, were safe. Surprisingly, the half-orc spoke Gnoll fluently enough for the two to communicate, and Tar found out the situation.

The half-orc was a paladin, (which shocked Taargash even more,) and was defending the wagon at the request of his friend, the dwarf. The paladin's name was Erdrick, which was decidedly human, leading Tar to believe the warrior had been raised by humans, rather than his other bestial ancestors. At first, both the companions were wary of the gnoll, knowing their reputation. But the half-orc, used to such treatment from others, was the first to accept the creature as a friend.

The next few years, the three made small names for themselves, and some inns began to ignore the fact that Tar was a gnoll. To them, he was simply another patron. Between Erdrick and Schan, the dwarf, Tar eventually learned how to speak Common, which allowed him to be more independent when they weren't together. But a quest from a mysterious young wizard put an end to their slowly growing legend.

The wizard had asked them to venture to a nearby ruined tower, which used to be his, and clear out the monsters which had infested it due to a failed experiment. Once at the tower, it became quickly apparent that whatever experiment had failed, it had dealt exclusively with fire. Magmin, Hellhounds, and Flame Mephits were abound on each floor, making the warriors wish they had brought some form of burn-relief ointment. Unwilling to stop and take a breather, they continued up the stairs until they reached the top floor.

A powerful Salamander had made its home here, and though it was alone, it was more than enough of a challenge. Within seconds, Schan's body lay off to the side, several parts of him still on fire. Erdrick and Taargash fought bravely, but soon the paladin lay dying, and Tar's own weapon had been melted by the heat of the creature. Picking up Erdrick's greatsword, which had so far been untouched by the heat, he managed to connect with a powerful blow that tore the creature in half. There was nothing he could do for Erdrick, and the paladin died there as well, united with his god.

Only Tar emerged from the battle, and it was he who inherited the reward money. Feeling the best way he could reward his two friends for their companionship was to hold a burial for them. It took up most of the money, but it didn't bother him in the least. Upon returning to the tower to get their bodies, however, he found a monster of a bow leaning against the far wall, which he could barely pull back all the way. Taking this as a gift from Erdrick and Schan, he kept it, as well as Erdrick's blade. The best way to honor a warrior was to use his weapon in combat. Erdrick had said that before, and now he was able to carry on that tradition.

In the years that followed, Taargash did many more jobs, acting both as a mercenary and a wilderness guide, depending on what he was required to do. Most know of this gnoll, who is far more civilized than many of the main races, and a select few know him by name. What lies in store for him, he does not know, but the only way to move forward in life is one step at a time, regardless of what race one is.
 

Code:
[B]Name:[/B] Tullivan "Tully" Kriever
[B]Class:[/B] Rogue 3 / Barbarian 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] XXX ([B]Domains:[/B] XXX, XXX)

[B]Str:[/B] 18 +4       	[B]Level:[/B] 5	        [B]XP[/B]: XXXX
[B]Dex:[/B] 16 +3       	[B]BAB:[/B] +4		[B]HP:[/B] 41 (3d6+2d12+10)
[B]Con:[/B] 14 +2       	[B]Grapple:[/B] +8      [B]Dmg Red:[/B] None
[B]Int:[/B] 12 +1       	[B]Speed:[/B] 40'	[B]Spell Res:[/B] None
[B]Wis:[/B] 08 -1       	[B]Init:[/B] +7	[B]Spell Save:[/B] XX
[B]Cha:[/B] 12 +1        	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%
			        [B]Craft Points:[/B] XXXX

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+0	+3	+0	+1	+0	19
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 16

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	4	+2		+6
[B]Ref:[/B]	3	+3		+6
[B]Will:[/B]	1	-1		+0
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical[/B]
Guisarme +1		+10	2d4+7	   x3
Greatsword, MW		+9	2d6+6	19-20/x2
Dagger  		+8	1d4+4	19-20/x2
Dagger, thrown          +7      1d4+4   19-20/x2
Comp. Longbow, MW(Str+4)+7      1d8+4   19-20/x2

[B]Notes:[/B]

[B]Languages:[/B] Common, Orcish

[B]Abilities:[/B] Sneak Attack (2d6); Trapfinding; Evasion; Trap Sense; Fast Movement; Rage (1/day, 8 rnds, +4 Str, +4 Con, +2 Will saves, -2 AC); Uncanny Dodge 

[B]Feats: [/B] Power Attack; Cleave; Improved Init. 

[B]Skill Points:[/B] 60	[B]Max Ranks:[/B] X/X
[B]Skills		Ranks	Mod	Misc 	Total[/B]
Balance         6       +3      +2      +11
Bluff   	6	+1		+7
Climb   	5	+4		+9
Diplomacy       0       +1      +2      +3
Handle Animal 	2	+1		+3
Hide            6       +3              +9
Intimidate      0       +1      +2      +3
Jump	        5	+4	+2	+11
Knwldge: Local  3       +1              +4
Knwldge: Nature 3       +1              +4
Listen          3       -1              +2
Move Silently   5       +3              +8
Open Lock       3       +3              +6
Ride            2       +3              +5
Search          2       +1              +3
Sense Motive    4       -1              +3
Sleight of Hand 0       +3      +2      +5
Spot            5       -1              +4
Survival        3       -1              +2
Swim            2       +4              +6
Tumble          5       +3      +2      +10
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Guisarme +1		2309gp	12lb
Mithril Chain Shirt +1	2250gp	12.5lb
Amulet of Nat. Armor +1 2000gp	 -
Greatsword, MW          350gp   8lb
Comp. Longbow, MW(Str+4)800gp   3lb
Arrows (40)             2gp     6lb
Daggers (4)		8gp	4lb
Backpack		2gp	2lb
Flint and Steel         1gp      -
Chalk                   1cp      -
Waterskin               1gp     4lb
Everburning Torch       100gp   1lb
Tindertwigs (5)         5gp      -
Oil (1-pint flask) (3)  3sp     3lb
Heavy Horse              -       -
  Riding Saddle         10gp    25lb
  Bit and Bridle        2gp     1lb
  Feed (3 days)         15cp    30lb
  Rations (7 days)      35sp    7lb
  Bedroll 		1sp	5lb
  Blanket, winter       5sp     3lb
  Ale, gallon in jug    2.3sp   17lb
  Tent                  10gp    20lb

[B]Total Weight:[/B]55.5lb	[B]Money:[/B] 1145gp 2sp 2cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	XXX	XXX	XXX	XXX	XXX

[B]Age:[/B] 26 
[B]Height:[/B] 6'3" 
[B]Weight:[/B] 245 lbs
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown (balding but shaved)
[B]Skin:[/B] Tan

Appearance:Tall and thickly muscled, Tullivan has the appearance of an experienced and dangerous warrior. His skin is tanned by years in the sun and his eyes and hair are both a dark-brown. Tully's eyes are expressive but often hidden in the shadows by the deep-set of his eyes. His expression is stoic and unemotional, creating (undeservedly) a sense of wisdom. Tully's balding head is shaven to the skin. He wears thick trousers, a loose fitting tunic, his enchanted chain shirt, and thick but comfortable walking boots. Tully wears a long gray cloak with a deep hood. He carries his magical polearm at all times and has a large blade across his back.

Personality:Tullivan is a relatively likeable sort, seemingly pretty cold on first impression but possessing a sarcastic sense of humor and a strong sense of loyalty. Despite a wisened appearance, Tully is rather impulsive. He is short on discipline, hates being controlled by authority. and quick to make poor decisions.

Background:Born into the small nomadic Crowtusk tribe on the cold tundra, Tully was orphaned at an early age. His mother died at the hands of an orc raid. His father was executed by the chief when he was found in bed with the chief's wife. Seen as a burden on the tribe but innocent of any crime, Tully was left to fend for himself, resorting to basic petty thievery amongst his people to survive. As a young man, Tully grew in size and strength. However, he was eventually banished for his crimes, forced to fend for himself on the plains. Lacking much in the way of survival skills, Tullivan moved to the nearest civilization to become an adventurer. Using his skills as a thief as well as his native-born battle skills, Tully found himself going on various adventures and always getting into trouble. Tullivan has recently found himself amongst kindred spirits whom he trusts to keep him out of trouble.
 

Code:
Velka, Human Ninja 5
Medium Humanoid, Chaotic Neutral

STR: 10 (+0)
DEX: 18 (+4)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

Hit Points: 5d6 / XXX
Hit Dice: 5d6+5 (XXX hp)
Speed: 30ft <type if nessessary>
Initative: +8 (+4 DEX, +4 Feat)
AC: 18 (+1 Armor, +0 Shield, +4 DEX, +0 Size, +0 Natural, +3 Wis/Ninja; touch 17, flat-footed 14)
BAB/Grapple: +3/+3

Fort: +2 (+1 Base, +1 CON,)
Ref: +8 (+4 Base, +4 DEX, )
Will: +5 (+1 Base, +2 WIS, +2 Ki)

Attacks:
[list][*]Hand Crossbow +8 ranged, 30' (1d4 19-20x2)
[*]Dagger +7 ranged, 10' (1d4 19-20x2)
[*]Dagger +7 Melee,  (1d4 19-20x2)
[*]Short Sword +8 Melee, (1d6 19-20x2)
[/list]

Special Attacks: 
[list]
[*]Sudden Strike +3d6
[*]Point Blank Crossbow +9, 1d4+1
[*]Point Blank Dagger +8, 1d4+1[/list]

Special Abilities: 
[list][*]Ki Power 4x daily
[*]Sudden Strike
[*]Trapfinding
[*]Ghost Step (Invisible)
[*]Great Leap
 <Notes>[/list]

Skills: (72 points, max ranks 8/4)
[list]
[*]Balance +6 [i](0 Ranks, +4 Dex, +2 Synergy (Tumble)[/i]
[*]Bluff +8 [i](8 Ranks, +0 Chr, +0 <bonus>)[/i]
[*]Disable Device +12 [i](8 Ranks, +2 Int, +2 Equipment)[/i]
[*]Escape Artist +6 [i](2 Ranks, +4 Dex, +0 <bonus>)[/i]
[*]Hide +12 [i](8 Ranks, +4 Dex, +0 <bonus>)[/i]
[*]Intimidate +10 [i](8 Ranks, +0 Chr, +2 Synergy (Bluff)[/i]
[*]Jump +14 [i](8 Ranks, +0 Str, +2 Synergy (Tumble), +4 Great Leap)[/i]
[*]Listen +6 [i](4 Ranks, +2 Wis, +0 <bonus>)[/i]
[*]Move Silently +12 [i](8 Ranks, +4 Dex, +0 <bonus>)[/i]
[*]Open Lock +14 [i](8 Ranks, +4 Dex, +2 Equipment)[/i]
[*]Search +10 [i](8 Ranks, +2 Wis, +0 <bonus>)[/i]
[*]Tumble +12 [i](8 Ranks, +4 Dex, +0 <bonus>)[/i]
[/list]

Feats: 
[list][*]Improved Initiative
[*]Point Blank Shot 
[*]Weapon Finesse[/list]

Languages: 
[list][*]Common
[*]Draconic
[*]Undercommon[/list]

Weapons:
[list]
[*]Masterwork Hand Crossbow(400gp, 2lbs.)
[*]Crossbow Bolts (50) (5gp, 5lbs.)
[*]Daggers (5)(5gp, 5lbs.)
[*]Masterwork Short Sword(310gp, 2lbs.)
[*]Total (720GP, 14lbs)
[/list] 

Equipment:
[list]
[*]Masterwork Thieves' Tools(100gp, 2lbs.)
[*]Bracers of Armor +1(1000gp, -lbs.)
[*]Everburning Torch (110gp, 1lbs.)
[*]Bag of Endless Caltrops (2300gp, 3lbs.)
[*]Bag of Holding 1 (2500gp, 15lbs.)
[*]Total (6910GP, 29lbs)
[/list]

Expendables:
[list]
[*]10 Days Rations(5gp, 10lbs.)
[*]Smokesticks, 5 (100gp, 5lbs.)
[*]Tanglefoot Bags, 2 5(100gp, 8lbs.)
[*]Antitoxins, 2 5(100gp, -lbs.)
[*]Total (305GP, 23lbs)
[/list] 
Total Expenditures: 7935GP
Wealth: 1065GP

History:
Velka's history is always going to be entertwined with the dragon that raised him, the legendary Athaaz, known throughout the world as the stupidest dragon who ever lived. Velka was stolen by Athaaz while in a yellow basket, which Athaaz thought was made of gold. A few hours later the hungry baby kicked the lid off the basket.
Athaaz was so pleased. Proof that Athaaz was so Virile, and his seed so Potent, that he didn't even need a female Dragon to produce eggs. And Athaaz hatchling! So mighty it already knew how to cast permanent polymorph spells on itself while still in the egg!
So Athaaz tried to raise Velka and train him to be a good dragon, which didn't work particularly well, especially since Athaaz forgot who Velka was frequently. Inside Athaaz' lair (A pit around two feet deep and fifty feet wide) Velka developed supernatural survival and stealth skills to survive Athaaz' frequent battles with his own tail, and learned a great deal about dealing with locks (Because Athaaz frequently stole chests and couldn't get them open) and traps (Athaaz was planning to be ready for his tail the next time it showed up). Eventually (inevitably) Athaaz got himself killed in an epic battle (His tail apparently got several good hits in, and Athaaz was caught in his own fireball counterstrike) and Velka inherited Athaaz' treasure. This turned out to be mostly iron cauldrons because Athaaz had the crazy notion that iron cauldrons become more valuable when chopped up for scrap metal. Velka was left with a handful of treasure, no connections, and no useful life skills except hiding and disabling the traps. There's pretty much only one profession you can take with those skills. . .

Personality:
Velka is a total coward.  Having grown up in a world populated only by a nearly-insane idiotic dragon, he's afraid of all sorts of things that he can't affect and might kill him at any time.  He prefers to avoid combat entirely and use poison or a backstabbing sudden strike if he absolutely must kill something.  His preferred target is an attack to the back, of an enemy who's asleep.
 

Code:
[B]Name:[/B] Visara, Tiger Maiden
[B]Class:[/B] [url=http://www.crystalkeep.com/d20/rules/DnD3.5Index-Classes-Base.pdf]Tiger Totem Druid[/url] 5
[B]Race:[/B] human
[B]Size:[/B] medium
[B]Gender:[/B] female
[B]Alignment:[/B] CN
[B]Deity:[/B] Malar

[B]Str:[/B] 20 +5 (+2 ench)	[B]Level:[/B] 5	[B]XP[/B]: XXXX
[B]Dex:[/B] 12 +1 		[B]BAB:[/B] +3		[B]HP:[/B] 42 (5d8+10)
[B]Con:[/B] 14 +2 		[B]Grapple:[/B] +5	[B]Dmg Red:[/B] None
[B]Int:[/B] 08 -1 		[B]Speed:[/B] 20'	[B]Spell Res:[/B] None
[B]Wis:[/B] 17 +3 		[B]Init:[/B] +1		[B]Spell Save:[/B] 13+lvl
[B]Cha:[/B] 08 -1 		[B]ACP:[/B] -4		[B]Spell Fail:[/B] 0%
			

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+2	+1	+0	+0	+1	19
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 18

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	4	+2		+6
[B]Ref:[/B]	1	+1		+2
[B]Will:[/B]	4	+3		+7
[B]Notes:[/B]

[B]Weapon		     Attack	Damage	Critical[/B]
Lance +1		+9	1d8+6	x3
Lance (TH)		+9	1d8+8	x3
Warclub			+8	1d8+X	x2

[B]Notes:[/B]

[B]Languages:[/B] Common, Druidic

[B]Abilities:[/B] Totem Animal Companion: [url=http://www.d20srd.org/srd/monsters/tiger.htm]Tiger[/url], Nature sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure
Note: 

[B]Feats: [/B] Flaw: [url=http://realmshelps.dandello.net/cgi-bin/feats.pl?No_Time_For_Book_Learning,all]No Time for Book Learning[/url], Flaw: [url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Wild,all]Wild[/url], Martial Proficiency, Mounted Combat, Ride By Attack, Spirited Charge,Initiate of Malar 

[B]Spells prepared[/B] (Save DC 13 + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX
[B]Spellbook/Spells Known:[/B]
	0 - Light, Guidance, Detect Magic x3;
	1st - Entangle, Lessor Vigor x2, Spider Hand;
	2nd - Dessicate (sandstorm), Embrace the Wild, Major Ressistance (sav spec)
	3rd - Spikes, Vigor

[B]Skill Points:[/B] XX	[B]Max Ranks:[/B] X/X
[B]Skills		      Ranks	Mod	Misc 	Total[/B]
Concentration		8	+2		+10
Handle Animal		6	-1		5
Knowledge: Nature	1	-1	+2	+2
Listen			8	+3		+11
Spellcraft		1	-1		0
Spot			8	+3		+11
Survival                0       +3      +2      +5
[B]Notes:[/B]

[B]Equipment:			Cost	Weight[/B]
Darkwood Lance +1		2410gp	10lb
Dragonhide Breastplate +1	1700gp	30lb
Gauntlets of Ogre Power		4000gp	4lb
Scroll of Cure Serious Wounds	375gp
2 Scrolls of Cure Mod. Wounds	300gp
4 Warclubs			12gp	12lb
MW Heavy Wooden Shield		157gp	10lb
100' hemp rope			XXgp	20lb
5 days rations			XXgp	5lb
sewing needle+thread		XXgp	0lb
backpack				2lb
3 torches				3lb
skimpy outfit				2lb
yak's bladder waterskin			8lb
hollow tube, wood			0lb
2 oil flasks				2lb
46 gp

[B]Total Weight:[/B]XXXlb	[B]Money:[/B] 46gp 

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	133	266	400	800	2,000

[B]Age:[/B] 22
[B]Height:[/B] 5' 9"
[B]Weight:[/B] 102
[B]Eyes:[/B] Copper
[B]Hair:[/B] Red
[B]Skin:[/B] Bronze

Appearance:
Visara's natural beauty is largely ruined by her feral nature. Her long orange-red hair is matted in places and has twigs in it. And her clothes and skin are unwashed.

Personality:
Feral, she is willful and stubborn but shy.

Background:
Last survivor of Tiger tribe, Visara has lived in the wild since her fourteenth birthday, the day the raiders came and destroyed everything she loved. But now the Great Beast of Vengeance and the Hunt has granted her prayers and she has caught the scent (she believes) of the raiders' leader. But in tracking him down she was overwhelmed and nearly slain by one of his scouting parties. At the last moment, a group of adventurers saved her. And while Visara is uncomfortable around her new companions, her gratitude, and much moreso her hunger for vengeance drive her to fight in common cause with them.
 

Code:
[B]Name:[/B] Kyrgynn Talsos
[B]Class:[/B] Warmage 5 
[B]Race:[/B] Elf
[B]Size:[/B] medium
[B]Gender:[/B] Male 
[B]Alignment:[/B] CN
[B]Deity:[/B] Mystra

[B]Str:[/B] 12 +1   	[B]Level:[/B] 5	[B]XP[/B]: 12500
[B]Dex:[/B] 16 +3 		[B]BAB:[/B] +2		[B]HP:[/B] 30 (5d6+10)
[B]Con:[/B] 14 +2 		[B]Grapple:[/B] +3	[B]Dmg Red:[/B] None
[B]Int:[/B] 13 +1 		[B]Speed:[/B] 30'	[B]Spell Res:[/B] None
[B]Wis:[/B] 11 		[B]Init:[/B] +3      [B]Spell Save:[/B] 13+lvl
[B]Cha:[/B] 18 +4(+2 ench)	[B]ACP:[/B] -1		[B]Spell Fail:[/B] 0%
			

      [B] Base      Armor	Shld	Dex	Size	Nat     Misc   Total[/B]
[B]Armor:[/B]	10	+5	+1	+0	+0	+0	+1	19
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 16

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	1	+2		+3
[B]Ref:[/B]	1	+3		+4
[B]Will:[/B]	4	-		+4
[B]Notes:[/B]

[B]Weapon		     Attack	Damage	Critical[/B]
mw mighty composite longbow	+6	1d8+1	x3
longsword		+3	1d8+1	19-20x2
 
[B]Notes:[/B]

[B]Languages:[/B] Common, Elven, Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

[B]Abilities:[/B] 
Spontaneous casting:can spontaneously cast summoning spells that aren't prepared.
Armored mage (light)
Warmage Edge
Advanced learning
At 4th,6th,8th etc. can replace 1 know spell with a new one.
Immune to magic sleep effects
+2 bonus on saves versus enchantment spells or effects.
Low-Light Vision: See double the length a human can in poor illumination.
Skills: +2 Racial Bonus to Listen, Search, and Spot.
Sight: Automatically makes a search check to discover a secret door when they pass within 5 ft of it.

[B]Feats: [/B] 
Simple Weapon Proficiency 
Simple Armor Proficiency (light)
Simple shield Proficiency (light)
Weapon Proficiencies: Longsword, Rapier, Longbow(Composite Longbow), Shortbow(Composite Shortbow).
point blank shot
rapid shot
heighten spell

[B]Spells prepared[/B] (Save DC 13 + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX
[B]Spellbook/Spells Known:[/B]
	0-  read magic, detect magic, resistance, dancing lights, message, mage hand
       1-  hail of stone, mage armor, grease, lesser orb of acid, protection from evil
       2-  scorching ray, web, glitterdust

[B]Skill Points:[/B] 36	[B]Max Ranks:[/B] 8
[B]Skills		      Ranks	Mod	Misc 	Total[/B]
Balance
Concentration		8	+1		+9
Diplomacy               2       +4              +5                   
Escape Artist                   +3              +3
Gather Info             4       +4              +6
Hide                            +3              +3
Intimidate              3       +4              +7
Jump                            +1              +1
Knowledge arcana        5       +1              +6		
Knowledge  history      3	+1	        +4	 
Listen			 	         +2	+2
Move Silently                   +3              +3
Profession Soldier      2                       +2
Search:                         +1       +2     +3
Spellcraft		5	+1		+6
Spot			2	+2		+4
Swim                            +1              +1
[B]Notes:[/B]

[B]Equipment:			             Cost	Weight[/B]
mw mty composite lgbow		             500gp	3lb
Longsword                                     15gp           4lb
Chain shirt +1	                            1250gp	20 lb
Cloak of charisma +2		            4000gp	1  lb
light wood shield                            6 gp       2 lb
Backpack			             2gp	2  lb
Pouch				             1gp	 .2lbs
30 MW arrows			             5gp	4.5lbs
25 silver arrows		             4gp	3.5  lbs
wand of cure light wounds	             750gp      1 lb 
2 potions of shield of faith +2              100gp	 .2lbs
1 potion  of cure dises 	             150gp	  .1lb 
3 Scroll of sleep 		             75gp	  .3lbs
2 Scroll of charm person	             50gp	  .2lbs
2 Scroll of enlarge person	             50gp	  .2lbs
2 Scroll of feather fall	             50gp	  .2lbs
1 Scroll of jump		             25gp	  .1lbs
2 Scroll of reduce		             50gp	  .2lbs
2 Scroll of resist energy	            300gp	  .2lbs
1 Scroll of levitate		            150gp	  .1lbs
2 Scroll of mirror image	            300gp	  .2lbs
2 Scroll of invisibility 	            300gp	  .2lbs
1 Scroll of gaseous form 	            375gp	  .1lbs
1 Scroll of lightning bolt	            375gp 	  .1lbs46 gp
small scroll box                               1 gp         .2 lbs
[B]Total Weight:[/B]42.9lb	[B]Money:[/B] 92gp 

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	43	44-86	87-103	 	 

[B]Age:[/B] 130
[B]Height:[/B] 5' 9"
[B]Weight:[/B] 169
[B]Eyes:[/B] green/grey 
[B]Hair:[/B] red 
[B]Skin:[/B] tan

Appearance:
A tall thin man with sunburnt complextion. He wears his black hair long. He has a thin sleek nose and red cheeks. His gray green eyes are always shifting with intensity. He is muscular yet tall, lending for a deceptively thin appearance. He moves technically like that of an athletic runner. He dresses in military fashion and armor on duty, and as a spry young mage off duty.

Personality:
Kyrgynn is a charming yet arrogant man. He loves to charm friends and ladies alike with a carefree money spending aqttitude. He enjoys music, poetry, & the tales spun by talented bards. He is steafast in his knowledge of his powers and the presence he commands. As a squad officer he is used to both leading melee fighters, and devising tactics & strategies. Much of his military experience carries over to his free time. His attitudes towards commoners, service employees, and women he is pursuing is pretty similar. For the women it works well mostly, because he knows when to push it, when not to. For the commoners and employees he can sometimes wear thin.
He has skillful abilities of diplomacy and intimidation that he chooses appropriately to suit the situation. More often then not various degrees of each can be combined for the best results, and he has excelled in that.

Background:
When Kyrgynn was 19 he set out with his friends to find themselves and the world. He traveled all the way across Khorvaire by hitching rides on wagons and carts. He was always into music and tales, and learned to play the lute. He loved listening and telling great tales and of humorous escapades. He became quite a good caravan entertainer as well as guard. When his caravan was waylayed by bandits, they took all the merchants captive as slaves. Here he was indoctrinated into the Cult of Odilammara, the old deity of Art, Revelry & Pleasure. He found an unexpected secret of wisdom from this cult. That knowledge was also pleasure instead of just power. The secrets of knowledge were close to this cult and they hired their services to other orders, sages, and mages for recordkeeping and book copying. The activities of the cult interwove with arcane pursuits as well. A girl from the cult introduced him to arcane spellcraft and started teaching him the basics. She fled with him from the bandit cult to the city.
In the city they entered the Collegia Arcanus where he learned the ways of arcane secret. His arcane studies mixed well with his love of exploration. He chose to further his studies on his own and work as a mercecenary in a couple of companies. He became interested in learning the art of casting in combat, and using armor while casting. He befreinded & studied under the tutelage of a Warmage in the mercenary company who divulged to him the secrets of armored casting.
He has worked for the guard and watches of cities and towns as well as mercenary companies. Loyal to those loyal to him, he can be trusted to the end. Screw him over once, or threaten his companions and you have yourself an enemy.
 

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