Power of the Forge - characters


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jkason

First Post
Kaen Biturk, Dwarven Rogue

Code:
[B]Name:[/B] Kaen Biturk
[B]Class:[/B] Rogue 1
[B]Race:[/B] Mountain Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] ?

[B]Str:[/B] 12 +1 (4p.)      [B]Level:[/B] 1        [B]XP:[/B] 650
[B]Dex:[/B] 14 +2 (6p.)      [B]BAB:[/B] +0         [B]HP:[/B] 6 (max 1st)
[B]Con:[/B] 10 +0 (0p.)      [B]Grapple:[/B] +0     [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2 (6p.)      [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (4p.)      [B]Init:[/B] +2        [B]Spell Save:[/B] -
[B]Cha:[/B] 15 +2 (13p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10
[B]Vs. Giant:[/B] 16 (+4 Dodge bonus) 

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

Conditional Save bonuses: +2 vs. poison, spells, spell-like effects 

[B]Weapon                  Attack   Damage     Critical[/B]
MW Shortbow...............+3.....1d6...........x3, range 60'
MW Sling..................+3.....1d4+1.........x2, range 50'
MW Dagger, melee..........+2.....1d4+1.........19-20/x2
MW Dagger, thrown.........+3.....1d4+1.........19-20/x2, range 10'

Misc. combat modifiers: +1 attack vs. orcs and goblinoids, Sneak Attack +1d6 damage

[B]Languages:[/B] Common, Dwarven, Goblin, Orc

[B]Abilities:[/B]

--Racial-- 
* Darkvision 60'
* Stonecunning: +2 Search on stone
* Stability: +4 vs. bull rush or trip when on the ground
* +2 Appraise and Craft with stone or metal

--Class--
* Sneak Attack
* Trapfinding


[B]Feats:[/B] Investigator (+2 Gather Info and Search)


[B]Skill Points:[/B] 40       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff......................4....+2..........+6
Diplomacy..................4....+2..........+6
Disguise...................4....+2..........+6 (+8 with kit)
Forgery....................2....+2..........+4
Gather Information.........4....+2....+2....+8
Sense Motive...............4....+1..........+5
Decipher Script............4....+2..........+6
Disable Device.............4....+2..........+6
Open Lock..................4....+2..........+6
Sleight of Hand............4....+2..........+6
Profession (trader)........2....+1..........+3
Search.....................0....+2....+2....+4 (+6 with stone)
Appraise...................0....+2..........+2 (+4 stone)

Additional +2 Appraise on by-weight items (merch. scales)



[B]Equipment:               Cost  Weight[/B]

Dagger....................2gp....1lb
Sling.....................--.....--
Sling bullets (10)........1sp....5lb
Shortbow.................30gp....2lb
Arrows (20)...............1gp....3lb
Backpack..................2gp....2lb
Caltrops..................1gp....2lb
Chalk, 5pcs...............1cp....--
Flint and steel...........1gp....--
Ink (1oz.)................8gp....--
Inkpen....................1sp....--
Parchment (5 sheets)......1gp....--
Trail rations (4 days)....2gp....4lb
Sealing wax...............1gp....1lb
Sewing needle.............5sp....--
Signal whistle............8sp....--
Waterskin.................1gp....4lb
Disguise kit.............50gp....8lb
Scale, merchant's........2gp.....1lb
Thieves' tools...........30gp....1lb
Explorer's Outfit.........--.....--
Pony (Bill)..............30gp....--
Saddlebags (on pony)......4gp....8lb

*=gifted / found item


[B]Total Weight:[/B]38lbs      [B]Money:[/B] 27gp 4sp 9cp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   260   650

[B]Age:[/B] 45
[B]Height:[/B] 4'2"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde
[B]Skin:[/B] Ruddy
Appearance: Kaen is a touch thin for a dwarf, though he usually masks this with a careful choice of clothing. His beard and hair are trimmed shorter than the dwarven standard, as well. He says it's the result of mishaps with sticky substances he's traded in; in fact, it's due to the needs of various disguises he's had to affect in his work.

His mace is lashed to his belt, his bow and quiver slung on his back, obvious trappings of a traveling trader looking out for himself. His sling and dagger, however, are concealed to serve the needs of his more clandestine second profession.

Background: Kaen showed an early knack for understanding people and earning their trust. It left him privy to their secrets, and he quickly learned the power those secrets might hold. As he began accompanying his father on his trade routes, the combination of fast-earned trusts and potent secrets gained Kaen a respectable network of contacts, benefactors, and "favors owed."

Some of those favors gained Kaen membership in the gem trader's guild. The gem trade let Kaen interact with some of the more affluent members of his society. Of great use to him was the fact that a meeting or gem purchase could reasonably be expected to require privacy, covering secret meetings under the heading of "a private appraisal" or buyer who wishes to remain anonymous. Kaen occasionally bluffed his seeming lack of goods (no big cart or horses loaded down) by claiming he trades in rarer substances, which he can more easily carry on his person. The truth was, the more precious "gems" Kaen carried didn't require a bag; they were the secrets he had for the right person at the right price.

It was this second "trade" which brought Kaen to the attention of dwarves in power in Korkadur clan (Kaen will tell you he manipulated events to let himself be discovered, but the statement is probably debatable). Because of this, Kaen's previously-independent secret trade has of late been sponsored by and continued for the benefit of his clan's royal family.

Bill the Pony
[sblock]
Code:
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (due to Medium load. 40' base)
Armor Class: 13 
touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Hoof -3 melee (1d3*)
Full Attack: 2 hooves -3 melee (1d3*)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance

*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.

Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds.

[B]Equipment:              Worth  Weight[/B]

--Personal (Kaen's)--

Saddlebags................4gp....8lb

--Party Equipment--
sacks x2..................2sp....1lb
rope, hempen x3...........3gp...30lb
chain....................30gp....2lb
crowbar x2................4gp...10lb
grappling hook............1gp....4lb
pick, miner's x3..........9gp...30lb
shovel....................2gp....8lb
--loot--
short bows x3............45gp....6lb
leather armor x3.........15gp...45lb
javelins x5...............12.5gp....10lb
arrows x28................5sp....4.5lb
ring........................--........--
map.......................--........--

[b]Total Weight:[/b] 158.5lb

4gp 24sp 14cp
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                75   150   225   n/a   1,125
[/sblock]

Temp Stats:

Hit Points: 4/6
Arrows used: 7
 
Last edited:

Timothy

First Post
Name: Kalzaam Ironhand
Race: Dwarf
Class: Paladin 1
Hit Dice: 1D10 + 3 (13)
Initiative: +1
Speed: 20 feet
AC: 18
Touch: 17
Flat-footed: 11
BAB/Grapple: +1/+3
Attack: Mw Dwarvan Waraxe +4 (1D10+2), MW L Crossbow +3 (1D8)
Face/Reach: 5x5/5 ft
Special Attacks: None
Special Qualities: Aura of Good, Detect Evil, Smite Evil 1/day, Power Attack
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 14, Dex 12, Con 16, Int 9, Wis 14, Cha 14
Skills: Diplomacy +3 [1], Sense Motive +3 [1], Proffesion (masonry) +4 [2]
Languages: Dwarven, Common.
Alignment: Lawful Good
Gender: Male
Age: 115
Height: 4' 1"
Weight: 148 lbs

Inventory:
Mw Dwarvan Waraxe
Mw Light Crossbow
Mw Chainmail
Mw Wooden Heavy Shield*
Backpack
Bedroll
Calk (10)
Rations (10)
Signal Whistle
Waterskin
Holy Symbol (Wood)
Locked gauntlet*
2 Cure light potions.

* Because Kalzaam lost his right hand, that arm is now covered by a gauntlet without fingers, basically it is a very sturdy bracelet with an extra sheet of metal at the front. Kalzaam can attach his shield to this gauntlet and can use it to support his crossbow while not wearing the shield.

Biography:
Kalzaam wasn’t named Ironhand when he was born, he was called Stonespitter, just like his father. Kalzaam Stonespitter worked as a mason for Prince Gorash and helped build his stronghold after King Borgal died. Early in the construction, Kalzaam was involved in an accident. A great block of stone fell upon him and crushed his right hand. The hand had to be amputated and Kalzaam could no longer work as a mason. In the night following the accident Kalzaam dreamed of Tyr. He saw the courage of Tyr, he saw this:

Fenrir (or Fenris) is a gigantic and terrible monster in the shape of a wolf. He is the eldest child of Loki and the giantess Angrboda. The gods learned of a prophecy which stated that the wolf and his family would one day be responsible for the destruction of the world. They caught the wolf and locked him in a cage. Only the god of war, Tyr, dared to feed and take care of the wolf.

When he was still a pup they had nothing to fear, but when the gods saw one day how he had grown, they decided to render him harmless. However, none of the gods had enough courage to face the gigantic wolf. Instead, they tried to trick him. They said the wolf was weak and could never break free when he was chained. Fenrir accepted the challenge and let the gods chain him. Unfortunately, he was so immensely strong that he managed to break the strongest fetters as if they were cobwebs.

After that, the gods saw only one alternative left: a magic chain. They ordered the dwarves to make something so strong that it could hold the wolf. The result was a soft, thin ribbon: Gleipnir. It was incredibly strong, despite what its size and appearance might suggest. The ribbon was fashioned of six strange elements: the footstep of a cat; the roots of a mountain; a woman's beard; the breath of fishes; the sinews of a bear; and a bird's spittle.

The gods tried to trick the wolf again, only this time Fenrir was less eager to show his strength. He saw how thin the chain was, and said that was no pride in breaking such a weak chain. Eventually, though, he agreed, thinking that otherwise his strength and courage would be doubted. Suspecting treachery however, he in turn asked the gods for a token of good will: one of them had to put a hand between his jaws. The gods were not overly eager to do this, knowing what they could expect. Finally, only Tyr agreed, and the gods chained the wolf with Gleipnir. No matter how hard Fenrir struggled, he could not break free from this thin ribbon. In revenge, he bit off Tyr's hand.


After that dream, Kalzaam decided to join the order of Tyr, so that he could show his courage too.

Appearance: Kalzaam looks old for his age, his face is weathered and his beard is thick and long. He is not very long but has a very sturdy build. Around his right arm he has a large metal bracelet with a thick sheet of metal at the same place where his hand used to be.
 
Last edited:

Krug

Newshound
Code:
[B]Name:[/B] Kragen Stormhammer
[B]Class:[/B] Fighter
[B]Race:[/B]  Dwarf
[B]Size:[/B]  Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] 

[B]Str:[/B] 12       [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 18       [B]BAB:[/B] +1         [B]HP:[/B] 13
[B]Con:[/B] 16       [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12       [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 11       [B]Init:[/B] +3        [B]Spell Save:[/B] - 
[B]Cha:[/B] 6        [B]ACP:[/B] -1         [B]Spell Fail:[/B] 25%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +4    +1    +4    0    +0    +0    +0    19
[B]Touch:[/B] 14               [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3        +5
[B]Ref:[/B]                       0    +4        +4
[B]Will:[/B]                      0    +0        +0

[b]Armor                  Bonus   Dex   ACP   ASF  Weight    Cost[/b]
Chain Shirt, MW             +4     +4    -1     20%   10lbs    100gp
Light Steel Shield, MW      +1           0       5%    6lb       9gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  

Cost[/B]
Light XboW, MW               +6      1d8P        19-20/x2   80ft      4lbs    

35 gp
20 bolts                                                              2lb     

2gp
Warhammer, MW                +4      1d8+1         x3       -         5lb     

12gp    

[B]Languages:[/B] Common, Dwarf, Orc

[B]Abilities:[/B] Darkvision, Stonecutting, Weapon Familiarity (Dwarven Waraxe, Urgosh), Stability, +2 against poison/spells, +1 attack against orcs and goblins, +4 against giants, +2 Appraise, +2 Craft (Stone/Metal)

[B]Feats:[/B] Point Blank Shot, Precise Shot

[B]Skill Points:[/B] 12    [B]Max Ranks:[/B] 4
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Climb                       Str   2    +1   -1      2
Craft (Statue)              Int   2    +2           4
Jump                        Str   2    +1   -1      2
Spot (cc)                   Wis   4                 2
Swim                        Str   2    +1   -1      2

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp    2lb
Traveler's Outfit          1gp    5lb
Rations (4 days)           2gp    2lb
Waterskin                  1gp    4lb
Potion of CLW (x2)      -       .2lb
Guard Dog                 25gp

[B]Total Weight:[/B] 40 lb                 [B]Money:[/B] 60gp

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]         43lb   86lb   130lb  172lb   

[B]Age:[/B] 42 years
[B]Height:[/B] 4'2"
[B]Weight:[/B] 150 lbs
[B]Eyes:[/B] Grey
[B]Hair:[/B] Messy Black
[B]Skin:[/B] Brown

Background: Amongst dwarves, warriors that employ ranged weapons are looked upon with scorn, and Kragen, unfortunately, is treated as such. Born into a family whose line has always wielded the hammer, the dwarf took an interest in the crossbow, and became quite good at it, winning some tournaments and acclaimed for being a marksman. "Eyes as sharp as an elf", some said. However, his father did not accept the dwarf's skill with the crossbow and made him an outcast. He seeks to do good, and believes that without a good and skillful regiment skilled with the crossbow or ranged weapons, dwarves are doomed.

Description: Kragen is an ugly looking dwarf, with dishevelled beard and armor that appears to be pulled together and meshed from other loose pieces. His crossbow is the only weapon that he keeps in good condition. He is constantly smoking a vile smelling fungi-weed, that at least hides his smell.
 
Last edited:

Ranger Rick

First Post
Alisanos FTR 1

Alisanos

Code:
[COLOR=Silver]Ftr 1
MTN Dwarf
500+150 xps

str 16 10 pts
dex 16 10 pts
con 16 6 pts
int 14 6 pts
wis 9 1 pts
cha 6 0 pts

Fort 5
Reflex 3
Will -1
BAB 1

AC 22 (10 +3dex+9 armor)

Melee – +5 Trident 1d8+3 x2 10ft Piercing
Battleaxe +5 1d8+3 x3 slashing

Feat: Power Attack, Cleave

Skills Ranks Mod Synergy Total
Climb 4 3 0 7
Craft Jewlery 3 2 2 7
Profession (mushroom farmer) 1 -1 0 0
Ride 4 2 0 6
Swim 4 3 0 7
Jump 0 3 0 3
Bluff/Diplomacy 0 -2 0 -2
Gather Information 0 -2 0 -2
Sense Motive 0 -1 0 -1
Search  0 2 0 2

Possessions: 
MW Chainmail +150
MW Shield +20
MW Trident +15 
MW Battle axe +10
2 cure light wound potions

5 GP

Languages: Common, Dwarven, Goblin, Undercommon[/COLOR]

Appearance: Alisanos is a typical looking dwarf. His black beard and hair are wild and untrimmed. His yellow eyes are but dots behind a mass of hair. One may even wonder is a lifetime spent with a mushroom's growing medium has led to his lack of hygine.

He can be seen walking with a shield strapped to his back, his battle-axe is on his hip and his trident resting on his shoulder.

Background: Alisanos was a slow-witted and easily influenced hulk of a dwarf. His father was a mushroom farmer like his father’s father. Alisanos however, had no aptitude for it. He would be able to go out and harvest the mushrooms, but he lacked inner passion to make it his life work. He was allowed to work with a local jewlery and seemed to be better suited for that.

In school, being gullible to others, he was told the trident was the mightiest of weapons. Since then he has always been convinced that a trident is a must own weapon. His family searched the world over looking for one. Eventually one was found and purchased for Alisanos.

FYI Alisanos is a A Gaul God of stones.
 
Last edited:

Jaiaxe

First Post
Name: Rogno Stoneheart​
Class: Druid 1​
Race: Mountain Dwarf​
Size: Medium​
Gender: Male​
Alignment: Neutral​
Deity: Moradin, Skadi​

Str: 12 +1​
Dex: 16 +3​
Con: 12 +1​
Int: 10 +0​
Wis: 16 +3​
Cha: 11 +0​

Level: 1 XP: 0​
BAB: +0 HP: 9 (max 1st)​
Grapple: +0 Dmg Red: -​
Speed: 20' Spell Res: -​
Init: +3 Spell Save: -​
Spell Fail: -​

...........Base Armor Shld Dex Size Nat Misc Total
Armor:..10..... +2.....+2....+3...+0...+0..+0.....17​
Touch: 13 Flatfooted: 14
Vs. Giant: 21 (+4 Dodge bonus)​


ST ...... Base Mod Misc Total
Fort: ......2.... +1.......... +3​
Ref: .......0.....+3........... +3​
Will: ......2..... +3.......... +5​
Conditional Save bonuses: +2 vs. poison, spells, spell-like effects​


Weapon ....................Attack Damage Critical
MW Warhammer..............+3.....1d6+1.........x2​
Hand made sling..............+3.....1d4+1.........x2, range 15'​
Misc. combat modifiers: +1 attack vs. orcs and goblinoids

Languages: Common, Dwarven, Goblin, Orc

Abilities:
--Racial--
* Darkvision 60'
* Stonecunning: +2 Search on stone
* Stability: +4 vs. bull rush or trip when on the ground
* +2 Appraise and Craft with stone or metal

--Class--
* Animal Companion
* Nature Sense
* Wild Empathy

Feats:
1st lvl - *Self Suficient (+2 Survival and Heal)

Skill Points: 20 Max Ranks: 4/2

Skills .....................Ranks Mod Misc Total
Spellcraft....................1......+0...........+1
Concentration..............2......+1...........+3
Handle Animal..............4.......+3..+4*...+7/+11
Survival......................4......+3...+2.....+9
Knowledge(Nature).......4......+0............+4
Heal..........................2.......+3...+2....+7
Listen........................1.......+3..........+4
Spot..........................1.......+3..........+4
Profession(Smelter)......1........+0.........+1
*+4 if with animal companion

Equipment*: ...........Cost Weight
Backpack..................2gp....2lb
Flint and steel............1gp....--
Trail rations (4 days**)2gp....4lb
Waterskin.................1gp.....4lb
Explorer's Outfit..........--......--
*(i'll post my equipment when adventure starts who knows what will happend tomorrow?)
**2+2 days to me and my companion

Adventure equipment added:
- Ale in the waterskin ??gp
- 5x Sunrod 2gpx5 = 10gp 5lb (Greystone will carry it)
- 20 stones (similar to sling bullets) 2sp 5lb (greystone will carry half of it)
- Wolf Leather Barding 20gp

Start Money:80gp

Total Weight: 42,5lbs
Money: 14gp 8sp 0cp

Weight:
Lgt Med Hvy Lift PushMax
.43. 86.. 130 .260 ..650

Age: 51
Height: 4'5"
Weight: 168lb
Eyes: Grey
Hair/Bear: Red
Skin: Brunnete (but grey cause of the stone dust)

Animal Companion:
Name: Greystone
Hp: 13
Initiative: +2
Speed: 50 ft
AC: 16 (+2 Barding leather armor +2 Dex, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
*+4 when tracking by scent
Feats:
Track, Weapon Focus (bite)

Animal Companion Basics:
- Link
- Share Spells
- Bonus Trick (Work)
Tricks (6):
- Attack
- Come
- Heel
- Stay
- Defend
- Down

Equipment (STR13 --> 50lb light weight):
Barding - Leather armor
5x sunrod
10x sling bullets


Background:
Meanwhile in the tavern, between salt meat and ale:
- It's true that the Dwarven had discover the metal centuries ago, and they know, better than anyone, to work with it and make fenomenal stuff. However, before metal, there was stone, since the birth of dwarves and even before that. The stone works of my grand grand fathers show us that the stone is alive, and "she" is here to stay. She's a superior being, greater even then the kings. - Another ale is drunken and Rogno barks and spits in the floor.

- And what you say about the miners? uhh? do you think they are comminting crimes against that so superior being, uhhh the stoooone...Bartender another ale, cause my plums are not drowned. - Says Trunkian

- I will not criticize the miners for their job, but i will not love them also. They work for the sons of kings, who are the throne owners, and who am i to criticize that, even if they seat upon a superior being. I believe that the stone is alive and "she" speaks with the one patient to listen her chorus. All i ask is: we all should explain her our intents, maybe then she spare our lifes and our cities from falling. That's true, metal suport our army, but stone suport us all, look at our beautifull cities. Metal is just one of the many childrens that stone can sustain within, and you are just another one...

This will never stop, the crontadictions are evident, our cities are made from stone, and they still venerate the metal...

Rogno works on a smelthing house, where the product of the miners get in and 2 products get out, one is the pure stone, and the other is the metal... Rogno always believed that the process was all wrong, the metal is good and the stone is garbish. So why dont try something unusual!! the Rogno smelthing house was the primary shop that provides the pure stone to Frianst Stonecutting house, and the metal, the metal, was throwned way...

Frianst was the best stonecuting that Rogno knew (Rogno doesnt know many people), it was his older brother and he cuts the stone as father teaches his son. Frianst talk to the stone, so "she" could be cutted to serve a propose, his work was always art... the stone molded into an useful item was happy, and her chorus was intense.

Personality:
Rognor is a dwarf looking for chances to seek mother earth. He's a social, well treated bear, smashing ale drunker, a stone smelly, spit winner, and gutural stone speaker. This means that is a dwarf and he doesn't deviate from dwarves habits!
However there's no surprise if someone sees Rogno staring at a stone, or trying to smell it, or even talking to it, its from is inner nature, and he wont try to avoid it!
He's a good speaker if the main theme of the conversation is "stone", "rocks" or "nature". It will be a useful friend in a party if they give him real value!

Role-playing:
It will be a suport character, based in DEX, with spells that will focus the earth, and nature in it self. ill be editing my spell list for a better visual effects on the post. (if the DM Allows).
 
Last edited:

Skadrian

First Post
Code:
[B]Name:[/B] Thimur Urnuham
[B]Class:[/B] Transmuter
[B]Race:[/B] Mountain Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B] 10 +0 (2p.)       [B]Level:[/B] 1         [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)       [B]BAB:[/B] +0          [B]HP:[/B] 10 (max 1st)
[B]Con:[/B] 16 +3 (6p.)       [B]Grapple:[/B] +0      [B]Dmg Red:[/B] -
[B]Int:[/B] 18 +4 (16p.)      [B]Speed:[/B] 20'       [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.)       [B]Init:[/B] +2         [B]Spell Save:[/B] -
[B]Cha:[/B] 7 -2 (1p.)        [B]ACP:[/B] -0          [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10
[B]Vs. Giant:[/B] 16 (+4 Dodge bonus) 

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +3          +3
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +0          +2

Conditional Save bonuses: +2 vs. poison, spells, spell-like effects 

[B]Weapon                  Attack   Damage     Critical[/B]
MW Quarterstaff...........+0.....1d6...  ......x2
MW Light Crossbow.........+2.....1d8...........19-20/x2, range 80'
MW Dagger, melee..........+0.....1d4...........19-20/x2
MW Dagger, thrown.........+2.....1d4...........19-20/x2, range 10'

Misc. combat modifiers: +1 attack vs. orcs and goblinoids.

[B]Languages:[/B] Common, Dwarven, Goblin, Giant, Undercommon

[B]Abilities:[/B]

--Racial-- 
* Darkvision 60'
* Stonecunning: +2 Search on stone
* Stability: +4 vs. bull rush or trip when on the ground
* +2 Appraise and Craft with stone or metal

--Class--
* Summon Familiar
* Scribe Scroll


[B]Feats:[/B] Skill Focus (Concentration)


[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration..............4....+3....+3....+10
Craft (Stoneworking).......4....+4..........+8
Knowledge(Arcana)..........4....+4..........+8
Knowledge(Dungeoneering)...4....+4..........+8
Spellcraft.................4....+4..........+8

[B]Spellcasting[/B]
Specialization: Transmutation
Opposed Schools: Enchantment and Illusion

Spellbook:
lvl0: all spells
lvl1: Mage Armor, True Strike, Burning Hands, Tenser's Floating Disc, Ray of Enfeeblement, Grease, Expeditious Retreat, Enlarge Person.

Spells Prepared:
lvl0: Detect Magic, Mage Hand, Mending
lvl1: Ray of Enfeeblement, Grease, Expeditious Retreat

[B]Equipment:               Cost  Weight[/B]

Quarterstaff..............-gp....4lb
Dagger....................2gp....1lb
Light Crossbow............35gp...2lb
Bolts (40)...............4gp....4lb
Backpack..................2gp....2lb
Caltrops..................1gp....2lb
Chalk, 5pcs...............1cp....--
Flint and steel...........1gp....--
Ink (1oz.)................8gp....--
Inkpen....................1sp....--
Parchment (5 sheets)......1gp....--
Trail rations (4 days)....2gp....4lb
Sealing wax...............1gp....1lb
Sewing needle.............5sp....--
Signal whistle............8sp....--
Waterskin.................1gp....4lb
Explorer's Outfit.........--.....--
potion of cure light wounds x2


[B]Total Weight:[/B]23lbs      [B]Money:[/B] 24gp 6sp 9cp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33    66   100   200   500

[B]Age:[/B] 62
[B]Height:[/B] 4'4"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Reddish
[B]Skin:[/B] Ruddy

[B]Familiar[/B]
[B]Toad[/B]
[B]Diminutive animal[/B]
[B]Name:[/B] Grossmur
[B]Hp:[/B] 5
[B]Initiative:[/B] +1
[B]Speed:[/B] 5 ft 
[B]AC: [/B]16 (+4 size, +1 Dex, +1 natural), touch 15, flat-footed 15
[B]Base Attack/Grapple:[/B] +0/-17
[B]Attacks:[/B] -
[B]Space/Reach[/B] 1ft./ 0ft.
[B]Special Qualities:[/B] Amphibious, Low-light vision
[B]Saves:[/B] Fort +2, Ref +3, Will +2
[B]Abilities:[/B] Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4
[B]Skills:[/B] Hide +21, Listen +4, Spot +4
[B]Feats:[/B] Alertness
[B]Animal Companion Basics:[/B]
- Improved Evasion
- Share Spells
- Empathic Link

Backstory
Thimur was raised in the north of Gorgamdur by his uncle, after his father, an adventurer himself had fallen for the treacherous magic of an aboleth in a cave far to the west. His mother had already died while giving birth to his younger brother Bryundir, and Thimur became very lonely at his uncles. But it was in that neighbourhood that a wizard has his home, and finding other lonely people much less hard to talk to Thimur sought contact with him. After some years the wizard asked him to become his apprentice, and Thimur was glad he finaly found something he was good at, and could get acknowledgement with, so he accepted the possition and trained as a wizard. As he hated the magic that killed his father he didnt want to train at that, and he wanted to be able to protect himself and his fellow dwarfs. He slowly got over the death of his parents and started to get more involved in his suroundings, getting to know more and more people. Right now he is at a point in life where he wants to get out, to get to know the world he is in and hopefully someday revenge the death of his father.
 
Last edited:

jkason

First Post
Party Equipment (unassigned)

Party Equipment currently on Bill the Pony (see Kaen Biturk entry)
 
Last edited:

Argent Silvermage

First Post
Durin

Name: Durin Brightstone
Class: Wizard 1
Race: Mountain Dwarf
Alignment: Lawful Good
Deity: Tyr
Age: 83
Gender: Male
Height: 3’11”
Weight: 124
Eyes: Moss Green
Hair: Light Brown
Skin: Pale

Ability Scores: Str: 12/Dex: 14/Con: 14/Int: 16/Wis: 13/Cha: 10
HP: (1d4+2)
AC: 12 (+2 Dex)
Init: +2 (+2 Dex)
BAB: +0
Saves: Fort: +2/Ref: +2/Will: +2
Move: 30’
Weight Allowance: Light 43, Medium 86, Heavy 130, Pull 620, Lift 130.

Attacks:
Club: +1 1d6+1, x2
Lt Crossbow: +2 1d8, 19-20/x2, 80’

Racial Abilities:
· +2 Constitution, –2 Charisma.
· Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
· Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
· Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and dwarves can function just fine
with no light at all.
· Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
· Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
· Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
· +2 racial bonus on saving throws against poison.
· +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 to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too.
· +2 racial bonus on Appraise checks that are related to stone or metal items.
· +2 racial bonus on Craft checks that are related to stone or metal.
· Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
· Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Class Abilities:
· Scribe Scrolls
· Summon Familiar
Spells Per Day:
Cantrips: 3
1st Level: 2

Spells Known:
Cantrips: Detect Magic, Read Magic, Disrupt Undead, & Acid Splash
1st Level: Shield & Ray of Enfeeblement

Feats:


Skills: (Ability + Ranks + Misc.)
Hide +2 (+2 Dex)
Move Silently +2 (+2 Dex)
Listen +1 (+1 Wis)
Search +1 (+3 Int)
Spot +1 (+1 Wis)
Jump +1 (+1 Str)
Climb +1 (+1 Str)
Swim +1 (+1 Str)
Concentration +6 (+2 Con, 4 ranks)
Craft (Stoneworking) +9 (+3 Int, 4 ranks, +2 race)
Knowledge Arcana +7 (+3 Int, 4 ranks)
Spellcraft +7 (+3 Int, 4 ranks)
Decipher Script +7 (+3 Int, 4 ranks)

Languages:
Dwarven, Common, Draconic, Giant, & Terran

Gear: (Total weight: 38.6w) [cost/weight in lbs] * = n/a
Walking Staff/Club [*/3]
Light Crossbow [35/4]
Case with 10 bolts [1/1]
Back Pack [2/2](carried: 19.1)
· Spellbook [*/3] (All Cantrips, Shield, Protection from Evil, Mage Armor, Magic Weapon, Comprehend Languages, Summon Monster 1, & Ray of Enfeeblement.
· Bedroll [.1/5]
· Scrollcase /5 sheets parchment [11/.5]
· Artisan’s tools (stonecutter) [5/5]
· Waterskin [1/4]
· Vial of ink [1/.1]
· Ink pen [.1/*]
· 10 candles [.1/*]
· Flint and steel [1/*]
· Hammer [.5/2]
50’ silk rope [10/5]
Spell component Pouch [5/2]

Cash: 41g, 2sp.

Physical Description:
Durin is a fairly normal looking member of the Dwarven race. He wouldn’t stand out in a crowd and is overlooked much of the time. He likes that. Durin keeps his hair long and in a “french” braid down his back with two matching beard braids the braids are held with a ceramic rune clasp, stone on his head braid and fire and water braid clasps on each of the beard braids. He has big bushy brows that hide his green eyes most of the time.

Personality:
He is soft spoken, rarely making his opinion known unless he needs to. He thrives in a library although he is a dwarf at heart and knows the battlefield calls to him. He wants to be a Runesmith and knows he will need the skills a warrior has to start that chapter of his life.

History:
Try to imagine what your life would have been like if you had been born a scholar into a family or battle hardened soldiers. This was the upbringing of Durin Brightstone. His entire family, Parents, siblings, grandparents, aunts, unles, cousins everyone was in the military. He was raised in a barracks and force fed warfare with his pablum.Durin had other plans for his life. He was enamoured with the battlemages he saw casting mighty spells at the giants and orcs his family battled.
When he left his family home to enter into a rune circle his father disowned him and forbade his family any contact with the ‘failure’ in the family line. He has been seeking a way to make his father proud without compromising his ideals since then.
 

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