IG's "Those Left Behind" [purged]

industrygothica

Adventurer
With so many players coming and going, the original RG thread has gotten a bit cluttered and needs to be purged.

Current players of IG's "Those Left Behind," please post your updated characters in sblocks.
 

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Scotley

Hero
Rogash Ungart Dwarf Rogue 4/Fighter 3

[sblock=Stat Code Block]
Code:
Name: Rogash Ungart
Class: Rogue 4/Fighter 3
Race: Dwarf
Size: Medium
Gender: Male
Alignment: CG
Deity: Clangeddin Silverbeard

Str: 14 +2 (6p.)     Level: 7        XP: NA
Dex: 16 +3 (8p.)     BAB: +6         HP: 48 (4d6+3d10+14)
Con: 14 +2 (4p.)     Grapple: +8     Dmg Red: NA
Int: 12 +1 (4p.)     Speed: 20'      Spell Res: NA
Wis: 10 +0 (2p.)     Init: +3        Spell Save: +2
Cha: 10 +0 (4p.)     ACP: -1         Spell Fail: 20%

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +5    +3    +3    +0    +0    +0    21
Touch: 13           Flatfooted: 21 (Uncanny Dodge)

                         Base   Mod  Misc  Total
Fort:                      4    +2          +6
Ref:                       5    +3          +8
Will:                      2    +2          +4

Weapon                  Attack      Damage     Critical
+1 Dwarven Waraxe         +10/+4     1d10+3     20x3
Mt. MW Comp. Longbow      +10/+4     1d8+2      20x3  
Glaive                     +8/+3     1d10+3     20-x3
Warhammer                 +8/+3     1d8+2     20-x3
Dagger                   +8/+3      1d4+2     19-20x3

Languages: Dwaven, Common, Undercommon

Abilities: Darkvision 60'; Stonecunning +2;
 Weapon Familiarity--Urgosh, Waraxe; Stability +4; 
+2 vs. Poison; +2 to attack Orcs and goblinoids; +4 vs. Giants;
+2 Appraise & Craft checks on stone or metal items;
Profiecency with all simple & martial weapons, all armor & shields; Sneak Attack +2d6; Trapfinding; Evasion;
Trapsense +1; Uncanny Dodge 

Feats: Weapon Focus (Waraxe); Iron Will; Point Blank Shot;
Rapid Shot; Powerattack

Skill Points: 72       Max Ranks: 10/5
Skills                   Ranks  Mod       Misc  Total
Appraise                   1    +1          +0      2 (4) Stone or Metal
Balance                    0    +3          +2      5
Bluff                      5    +0          +0      5
Climb                      2    +2          +0	    4	
Craft (traps)		   1    +1	            2 (4) Stone or Metal
Decipher Script		   1    +1		    2
Diplomacy		   0    +0	    +2	    2
Disable Divice		   8    +3	    +2	    13
GatherInformation	   1	+0	    +2      1 (3) Iron Hills 
Hide			   5	+3		    8	
Intimidate		   5    +0  	    +2      7
Jump			   1	+2	    +2      5
Knowledge (Loc-IronHill)   5    +1	            6
Listen			   0	+0		    0	
Move Silently		   5    +3		    8
Open Lock		   8    +3	    +2	    13	 
Search 			   9	+1		    10	
Sense Motive		   1	+0		    1 	
Seight of Hand		   1 	+3                  4
Spot			   6	+0                  6   
Swim			   2	+2                  4 
Tumble			   5	+3                  8   
	
Equipment:               Cost  Weight
+1 Dwarven Waraxe        2330gp   8lb
Mithral Breastplate      4200gp   15lb
+1 Mithral Heavy Shield  2010gp   7.5lb
+1 Mt. Comp. Longbow      2500gp   3lb    20 arrows 1gp  3lb*
Glaive   8gp    10lb*
Warhammer   12gp   5lb
Dagger x2   4gp   2lb
MW Thieves' Tools	  150gp
Explorers' Outfit
Efficient Quiver     1800gp
Arrows Alchemical silver  x5  10gp*
Arrrows Cold Iron x10  1gp*
Bedroll 1sp  5lb
Winter Blanket 5sp   3lb
Backpack 2gp    2lb
Rope Silk 50' 10gp    5lb
Grappling hook 1gp   
Flint and steel  1gp
Whetstone 1cp
Torch x2  2cp     2lb*
Waterskin  1gp    4lb
Trail Rations  x4  2gp   4lb
Potion of Cure light wounds  x2 100gp

* Indicates Items held in quiver





Total Weight:XXlb      Money: 1gp 12sp 17cp  10gp gem x1 hidden in hair for emergencies

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               58   116   175   350   875

Age: 56
Height: 4'4"
Weight: 150lb
Eyes: Green
Hair: Black
Skin: Light Brown
[/Sblock]

[Sblock=Appearance] Rogash's appearance is somewhat unusual in keeping with his nature. He is tall and slender as dwarves go. His sharp eyes are emerald green. His beard is coal black and bushy with a tendency to stick out as well as down. He wears his dark hair in elaborate braids the ends wrapped in purple cloth held by gold wire. This is a style adopted by he and his fellows in an elite military unit. He wears a purple surcoat over his mithral breastplate. A matching heavy shield completes his armor. A waraxe hangs at his side with a stout oaken handle and gleaming head that he calls 'Gatecrasher' in subtle insult to his home of Irongate. He carries a bow that looks more elven than dwarven in a quiver across his back. On the back of his right hand is a gray tattoo of a wavy hafted spear with a broad head. He tends to be loud, boisterous and outspoken. He is friendly and enjoys a good tavern, but finds friendship illusive.
[/sblock]

[sblock=Background] Rogash Petrov's son of Clan Ungart was born some 56 years ago in a small Iron Hills clanhold. His father died in a mining accident when he was only 14. He was a difficult and rebellious lad who had trouble fitting in to life as a miner. Despite his efforts he had some difficulty making friends and maintaining relationships except with other troubled youths. His behavior was such that he eventually was given a choice by the clan elders--exile or the military. But for the plea of his mother he would have likely chosen exile. She thought perhaps the military could instill a sense of discipline in him that she had not been able to. While an able enough warrior, Rogash tended to clash with his officers and question the logic of their orders. While his military career was on its way to an early end, one sharp and unconventional officer saw something in young Rogash. This officer, Captain Stonebender, recruited Rogash and other young agile and intelligent warriors for a special unit. Stonebender called his men the Shadowspear. Talents developed in his misspent youth, stealth, speed, sharp eyes and the ability to pass locks and traps served Rogash well in the Shadowspear. This unit specialized in penetrating quickly to the heart of an enemy camp be it a fortress, dungeon or base. The men of the Shadowspear were expected to be bold and think for themselves, which fit Rogash well. They were a successful unit garnering many accolades. During the troubles with the Formians a few years ago the Shadowspear worked deep in enemy territory. The men returned with filled with dark and bitter images. Captain Stonebender was slain during the war and after his men had returned his body and the bodies of many of their comrades home for burial the unit was disbanded. When opportunity came Rogash left the military rather than endure life in a regular unit. He moved to the city of Irongate which has been his home ever since. He finds work as a guard or security consultant. He often drinks too much. Sometimes he will fall back on Roguish skills and liberate money or goods from greedy corrupt men in the city. He spends this money lavishly on the downtrodden and buying drinks for friends. While he is proud of his old unit and often drinks a toast to the memory of Captain Stonebender he never talks of the battles with the Formians. If he does not find a cause he can believe in or a place to belong he will eventually find himself in prison or drink his life away.[/sblock]
 
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Friadoc

Explorer
[sblock=Sheet]
Code:
[B]Name:[/B] Friadoc

[B]Class:[/B] Monk 3 (d8)/Rogue 3 (d6)

[B]Race:[/B] Halfling

[B]Size:[/B] Small

[B]Gender:[/B] Male

[B]Alignment:[/B] Lawful Neutral

[B]Deity:[/B] CHat'An Monasticism 
via Baklunish philosophies and the teachings of Jat Won



[B]Str:[/B] 12 +1            [B]Level:[/B] 6        [B]XP:[/B] 15,000

[B]Dex:[/B] 14 +2 	     [B]BAB:[/B] +4         [B]HP:[/B] 32 

[B]Con:[/B] 13 +1 	     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] n/a

[B]Int:[/B] 14 +2 	     [B]Speed:[/B] 30'      [B]Spell Res:[/B] n/a

[B]Wis:[/B] 14 +2 	     [B]Init:[/B] +6        [B]Spell Save:[/B] +0

[B]Cha:[/B] 10 +0 	     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 00%



                   [B]Base  Armor Shld  Dex  Size   Nat  Misc  Total[/B]

[B]Armor:[/B]           10        +0    +2    +1    +X    +3     16

[B]Touch:[/B] 15              [B]Flatfooted:[/B] 13



                            [B]Base   Mod  Misc  Total[/B]

[B]Fort:[/B]                      4    +1   +1      +6

[B]Ref:[/B]                       6    +2   +1      +9

[B]Will:[/B]                      4    +2   +1      +7

[B]Circumstance mod(s)[/B]:
+2 morale bonus on saving throws against fear.


[B]Weapon[/B]

Unarmed Damage: 1d4 +1 attk +5 crit x2]
Quarterstaff [1d4+1/1d4+1, attk +5 crit x2, 2 lb., two-handed, bludgeoning]
Sling [1d3, attk +7 crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Nanchaku +1 [1d4+2 attk +6 crit x2, 1 lb., light, bludgeoning]
Sai [1d3-1, attk +5 crit x2, range incr 10 ft., 1/2 lb., light, bludgeoning]

[B]Misc. Weapon Mod(s)[/B]:
+1 racial bonus on attack rolls with thrown weapons and slings.


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



[B]Feats:[/B] 
Combat Reflexes	
Dodge	
Improved Initiative	
Improved Unarmed Strike	[monk]
Stunning Fist	[monk]



[B]Skill Points:[/B] 78       [B]Max Ranks:[/B] 9/4.5

[B]Skills                   Ranks  Mod  Misc  Total[/B]

Balance                       5    +2    +2	+9

Climb			      5    +1    +2     +8
Diplomacy                     1    +0    +2     +3
Disable Device                5    +2    +0     +7
Disguise                      2    +0    +0     +2
Escape Artist                 5    +2    +0     +7
Forgery                       1    +2    +0     +3
Gather Information            2    +0    +0     +2
Hide                          5    +2    +4     +11
Jump                          5    +1    +4     +10
Knowledge (religion)          1    +2    +0     +3
Listen                        4    +2    +2     +8
Move Silently                 4    +2    +2     +8
Open Lock                     5    +2    +0     +7
Search                        5    +2    +0     +7
Sense Motive                  5    +2    +0     +7
Sleight of Hand               2    +2    +0     +4
Spot                          5    +2    +0     +7
Swim                          1    +1    +0     +2
Tumble                        5    +2    +2     +9
Use Rope                      5    +2    +0     +7



[B]Equipment:[/B]

Bedroll
Blanket, winter x1
Block and tackle
Caltrops
Chalk
Crowbar
Flasks x1
Flint and steel
Grappling hook
Hammer
Ink vial
Ink pen
Knife, cooking
Lantern (hooded)
Oil flasks x2
Parchment sheets x4
Pitons x10
Pouch x4
Rations (1 day) x5
Rope (50', silk) x3
Sacks x3
Sealing wax
Sewing needle
Signet ring
Soap
Tent
Torches x2
Waterskins x2
Whetstone
Thieves' tools

Magic Items
Heward's Handy Haversack - 2,000 gp
Ring of Jumping - 2,500 gp
Boots of Elvenkind - 2,500 gp
Cloak of Elvenkind - 2,500 gp
Bracers of Armor +1 - 1,000 gp
Nunchaku +1 - 2,302 gp
Potion of cure light wounds - 50 gp


[B]Total Weight:[/B]XXlb      [B]Money:[/B] 36gp 9sp 2cp



                           [B]Lgt   Med   Hvy     Lift   Push[/B]

[B]Max Weight:[/B]           0-32  33-65 66-98   98/195   488



[B]Age:[/B] 34

[B]Height:[/B] 3'0"

[B]Weight:[/B] 35lb

[B]Eyes:[/B] Blue

[B]Hair:[/B] Brown

[B]Skin:[/B] Tan
[/sblock]

[sblock=Appearance]Appearance:

An average halfling male of an unremarkable appearance, save for his stormy, purposeful blues eyes that gaze sharply at what he surveys. His brown hair, lightened by time spent outdoors, would be past shoulder length if it were not pulled into a top-knot that begins at the back of his skull and is held into place by a leather cord. The hair is held in a tight brad that begins at the fastner at his head and ends at another fastner, also a leather cord, hanging just past his shoulders. Skin of an umber hue, akin to the clay lining a riverbank, marks the years spent under the Sun's markming rays. Modest strength and grace are held by his lithe, three foot form that hint at one use to physical activity.

His clothes are of a natural hue, a brown vest, green sash, and tan trousers that are tucked into a pair of black boots (boots of elvinkind). Over all of this is worn a grayish cloak (cloak of elvinkind) that covers much of what he is carrying or wearing. [/sblock]

[sblock=Background]Background:

Friadoc (monk3/rogue3) was orphaned when orc bandits attacked his parents' caravan as it passed through the southern stretch of the Cairn Hills and killed every last man, woman, and child.

Or so they thought.

Several hours after the raiders had put the torch to the caravan, a cadre of traveling monks found the remains and the four brothers set to burying the dead.

Upon moving the bodies of a pair of halflings, male and female, the brothers found a baby halfling boy laying asleep under the woman, although it was evident that he had cried himself out and fell asleep from exhaustion.

So devastating was the raid, so total the destruction, the monks could find no evidence to the boys identity, save for the embroidery on his swaddling that read - Friadoc.

Raised as an orphan at the Chat'An Monastery in the Cairn Hills, Friadoc grew to under the tutelage of not only the four brothers who found him, but of all his brothers and sisters in the hidden vale of Chat'An.

Soon Friadoc found himself taken up by the Spirit of the Cat and Fox, walking the Path of the Mind. He focused the anguish fueled rage of his adolescence into the tempered resolve of discipline and purpose.

But, as with many halflings, Friadoc soon found the wanderlust in his blood and he began to walk.

First he traveled to the Vale, as Friadoc wished to know of his family, or at least if he could find out who they were, or where he came from. Yet, after many months, the young man only found friends, good friends for sure, but no family.

Soon the wanderlust turned to adventure, Friadoc found that not only was this a way to further temper his body, mind and soul and help those in need, but it also helped fund his travels and aide his brothers and sisters in the Chat'an vale with incomes and monies from the treasures and rewards of adventure.

Recently, Friadoc worked upon a merchant ship that sailed out of Relmor Bay, into the Sea of Gearnat, and to the City of Scant. Friadoc had read many tombs upon the region and decided that a visit to Irongate would be in order, so once again the young halfling walked.

Friadoc walked across the Headlands, to the City of Irongate, and has only arrived today, seeking test for his body, mind, and spirit.[/sblock]

OOC Notes:

A brief historical note, Friadoc is the name of my second D&D character, a rogue sidekick to my fighter, Wildstar Leedy, and obviously my most common username, too. ;).
 
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jkason

First Post
Shaimon Hu'u, barbaric human druid

[sblock=Stats]
Code:
[B]Name:[/B] Shaimon Hu'u
[B]Class:[/B] Barbarian 2 / Druid 5
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] None (nature)

[B]Str:[/B] 16  +3 (10p.)     [B]Level:[/B] 7        [B]XP:[/B] n/a
[B]Dex:[/B] 12  +1 (4p.)      [B]BAB:[/B] +5         [B]HP:^[/B] 41/41** (2d12 + 4d8)
[B]Con:[/B] 11  +0 (3p.)      [B]Grapple:[/B] +8     [B]Dmg Red:[/B] -
[B]Int:[/B] 12  +1 (4p.)      [B]Speed:[/B] 40'/30'  [B]Spell Res:[/B] -
[B]Wis:[/B] 14  +2 (6p.)      [B]Init:[/B] +1        [B]Spell Save:[/B] -
[B]Cha:[/B] 10* +0 (1p.)      [B]ACP:[/B] -3         [B]Spell Fail:[/B] -

* +1 to Cha @ 4th level
** +10 temp HP during rage. 
^ Diehard feat (disabled at -1 to -9, auto-stabilize)

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +0    +1    +0    +0    +0    17**
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 17*

* Uncanny Dodge class ability
** AC 15 during rage

                         [B]Base   Mod  Misc  Total^[/B]
[B]Fort:[/B]                      7    +0    +1*  +8
[B]Ref:[/B]                       1    +1    +1*  +3
[B]Will:[/B]                      4    +2    +1*  +7**

* Cloak of Resistance +1 
** +9 during rage
^  Resist Nature's Lure: +4 vs. spell-like fey abilities

[B]Weapon                  Attack   Damage*    Critical[/B]
Warhammer +1..............+9.....1d8+4.........x3
Warhammer +1, 2-handed....+9.....1d8+5.........x3
MW Comp Longbow (+3 Str)..+7.....1d8+3.........x3, range 110 ft.

* add +2 melee attack / dmg (+3 dmg 2-handed) during rage
* Coordinated Strike: add +1 competence to melee attack if 
    Companion is attacking same target.

[B]Languages:[/B] 
Common
Goblin (Int bonus)
Druidic (druid bonus)

[B]Abilities:[/B]

--Human--

* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages available
* Any favored class

--Barbarian--

* Rage 3 +2 Con = 5 rounds (1/day)
* Fast Movement (+10 base racial)
* Simple and Martial weapon proficiency
* Light/Medium armor proficiency
* Shield proficiency
* Uncanny dodge: Keep Dex bonus when flat-footed or vs. invisible

--Druid--

* Weapons: club, dagger, dart, quarterstaff, scimitar, sickle,
   shortspear, sling, spear, natural attacks
* Light / medium armor proficiency (no metal), wooden shields only
* Divine Spells per day: 
            orisons: 5 (DC 12)
            1st level: 4 (DC 13)
            2nd level: 3 (DC 14)
            3rd level: 1 (DC 15)
* Spontaneous Summon Nature's Ally
* Animal Companion (Dyspeer - wolf)
     Link (+4 wild emp / handle. Handle as free, push as move)
     Share Spells (within 5') 
* Nature Sense (+2 Know (nature) and Survival)
* Wild Empathy +6 (+4 druid, +0 Cha, +2 Handle Animal synergy)
* Woodland Stride (undergrowth can't impede movement)
* Trackless Step (can't be tracked in natural surroundings)
* Resist Nature's Lure (+4 to saves vs. spell-like fey abilities)
* Wild Shape (Small or Medium) 1 / day


[B]Feats:[/B] Alertness (1st level)
Endurance (Bonus Human)
Diehard (3rd level)
Coordinated Strike (6th level)


[B]Skill Points:[/B] 59       [B]Max Ranks:[/B] 10/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--Class--
Climb......................8....+3....-3"...+8
Concentration..............6....+0..........+6
Handle animal..............7....+0..........+7 (+11 w/ companion)
Intimidate.................5....+0..........+5
Jump.......................6....+3....-3"...+6 (+10 w/ light load)
Know (nature)..............6....+1....+4*^..+11
Listen.....................8....+2....+2~...+12
Ride.......................0....+1....+2**..+3
Survival...................5....+2....+2*...+9 (+11 in nature)
Spot.......................8....+2....+2~...+12

--Cross Class--
Balance....................0....+1....-3"...-2
Hide.......................0....+1....-3"...-2
Move Silently..............0....+1....-3"...-2

*  +2 Nature Sense
** +2 Handle Animal synergy
^  +2 Survival synergy
~  +2 Alertness feat
"  -3 ACP


[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--

Dragon brstplt +1.......170pp...30lb
Warhammer +1...........2312gp....5lb
MW C Lngbow str +3......700gp....3lb
Arrows (16)...............1gp....3lb
Cloak of Resist +1......100pp....1lb
Backpack..................2gp....2lb
Belt pouch................1gp..1/2lb
Spell component pouch.....5gp....2lb
Explorer's outfit.........--.....--
Holly and Mistletoe.......--.....--

--In Backpack--
Potion CLW (x[s]3[/s]2).........150gp....--
Bedroll...................1sp....5lb
Block and tackle..........5gp....5lb
Fishhook..................1sp....--
Fishing net (25 sq. ft.)..4gp....5lb
Flint and steel...........1gp....--
Rations x2................1gp....2lb
Rope (hempen, 50ft).......1gp...10lb
Waterskin.................1gp....4lb
Antitoxin x2............100gp....--
Sunrod x2.................4gp....2lb
Thunderstone.............30gp....1lb
Climber's kit............80gp....5lb

[B]Total Weight:[/B]85.5lbs      [B]Money:[/B] 120pp 201gp 8sp 


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460  1150

[B]Age:[/B] 20
[B]Height:[/B] 6'2"
[B]Weight:[/B] 230lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
[/sblock]

[sblock=Spells Prepared]orisons (5, DC 12): Create Water, Cure Minor Wounds x2, Flare, Mending
1st level(4, DC 13): Faerie Fire, Jump, Magic Fang, Obscuring Mist
2nd level (3, DC 14): Barkskin, Flame Blade, Spider Climb
3rd level (1, DC 15): Call Lightning[/sblock]

[sblock=Appearance]Appearance: Shaimon is a bear of a man, His hair and beard often unkempt. Combined with his height and his breadth of shoulder, he can seem more menacing than he actually is. His tendency to rush toward whatever grabs his attention doesn't help reduce the appearance of hostility. Thankfully, his wide smile often follows as he studies new things with eager curiosity. [/sblock]

[sblock=Background]Shaimon never meant to cause trouble. It was just that 1) he was observant and curious, and 2) he wasn't especially tactful. So he pointed out smells no one else mentioned, picked up on conversations not meant for his ears, and--while quite skillful as a warrior--had a frustrating tendency not to lose to his betters when it came time for traditional sparring.

It was convenient then (perhaps too convenient) when the village elders singled Shaimon out to undertake a spirit quest. A very long, very solitary vision quest, with a seemingly impossible goal: touch the corners of the world.

Still, the young man always did like a challenge, and so he set off into the woods, learning its lore and sleeping under the stars and, eventually, hearing a song few others heard. The natural world around him began showing him patterns that worked miracles, and gave him the lupine companion he's come to know as Dyspeer.

And while he wonders sometimes how and when he'll manage to touch the corners of the world, he doesn't tend to dwell on it. Not when there's so very much to learn out in the world. If only he could figure out that tact thing....[/sblock]

[sblock=Level Log]Character level 7 (Druid 5)

* +5 HP (1/2 d8 +1)
* 4+1 (Int) skill points (+1 each Climb, Concentration, Handle Animal, Listen, Spot)
* Wild Shape 1 / day
* 3rd level spells (1)

Character level 6 (Druid 4)

+1 BAB
+1 each to Fort and Will Saves
Class Feature: Resist nature's lure (+4 on saves vs. spell-like fey abilities)
+1 spell each of orisons, 1st, and 2nd level
Bonus Feat (level divisible by 3) - Coordinated Strike
Skill points: 6 (4 +1 Int, +1 human). 1 each in Handle animal, Know (nature), Listen, and Spot. 2 points in Concentration
+1 Wild Empathy
+4 HP
+2 Temp HP during rage[/sblock]

[sblock=Notable NPCs]In Irongate
Loddie: Innkeeper in trouble with the "wrong crowd." Disappeared.
Vardi: Loddie's daughter, indentured to pay Loddie's debt.
Duran: Local Mob boss, holder of Loddie's debt. Also disappeared.[/sblock]

[sblock=Animal Companion]

Code:
[B]Name:[/B] Dyspeer
[B]Race:[/B] Wolf (animal companion)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral

[B]Str:[/B] 14  +2   [B]HD:[/B] 4        
[B]Dex:[/B] 16  +3   [B]BAB:[/B] +3       [B]HP:[/B] 29/29 (4d8+8)
[B]Con:[/B] 15  +2   [B]Grapple:[/B] +5     
[B]Int:[/B] 2   -4   [B]Speed:[/B] 50'      
[B]Wis:[/B] 12**  +1   [B]Init:[/B] +3      
[B]Cha:[/B] 6   -2   [B]ACP:[/B] -1         

Temp: 3 nonlethal damage, -3 Wis

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3   +0    +4*    +0    21
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 18

* +2 Nat Animal Companion bonus

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

* Evasion: save for 1/2 damage = no damage

[B]Weapon                  Attack   Damage     Critical[/B]
Bite*.....................+6**.....1d6+2.........x2

* Trip ability:
      Successful hit = free trip attempt
      +1 to trip roll
      No AoO, can't be tripped back
** Weapon Focus (bite)
Combat Reflexes: 4 AoO (1 +3 Dex) / round; AoO while flat-footed


[B]Abilities:[/B]

--Wolf--

* +4 racial bonus to Survival checks when track by scent
* Low-light vision
* Scent
* Trip

--Animal Companion--

+2 HD
+2 Nat Armor bonus
+1 Str / Dex
2 bonus tricks
BAB as Druid of level = HD
Good Fort / Ref saves (level = HD)
1 extra skill point per extra HD
Link 
Share spells (5')
Evasion (Reflex save for 1/2 = no damage)

[b]Tricks:[/b]
Base (Int 2): Track, Heel, Defend, Down, Come, Guard
Animal Companion Bonus: Attack, Fetch

[B]Feats:[/B] 
Weapon Focus (bite) (species feat)
Track (species bonus feat)
Combat Reflexes (3 HD)

[B]Skills                   Base  Bonus   Total[/B]
--Class--
Hide.......................1....+1*......+3
Listen.....................2....+1......+3
Move Silently..............2....+1*......+4
Spot.......................2....+1......+3
Survival...................2....+1......+3 (+7 track by scent)

* -1 ACP


[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--

Chain shirt barding +1..150pp...25lb

Total Weight: 25lb

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                87    174   262.5  N/A    1312.5
[/sblock]
 
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Shayuri

First Post
Talashia Thingol
Female human Sorceror 6
Chaotic Good

[sblock=Stats]Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 19 (+4)

Size: Medium
Height: 5' 5"
Weight: 110 lbs
Skin: Tan
Eyes: Translucent blue
Hair: Long, shiny white

Total Hit Points: 28/28
Speed: 30 feet
Armor Class: 12 = 10 +2 (dex)
Touch AC: 12
Flat-footed: 10
Initiative: +2 = +2 (dex)

Fortitude save: +5 = +2 (base) +2 (con) +1 (resistance)
Reflex save: +5 = +2 (base) +2 (Dex) +1 (resistance)
Will save: +6 = +5 [base] +1 (resistance)

BAB +3
Melee: +2
Ranged: +5

Race: Human
Bonus Feat at 1st level
Bonus skill points

Class: Sorceror
Spells
Familiar

Feats:
1st Educated
Hu Energy Substitution: Lightning
3rd Born of Three Thunders
6th Storm Bolt

Skills: 36
Concentration +11 (9 ranks + 2 Con)
Knowledge Arcana +10 (9 ranks + 1 int)
Knowledge Planes +6 (5 ranks + 1 int)
Knowledge Nature +5 (4 ranks + 1 Int)
Spellcraft +10 (9 ranks + 1 int)

Languages: Common, Auran

Spellcasting (CL6 (+1 on electric), Base DC 14+lvl)

Slots: 0 - 6/6, 1 - 7/7, 2 - 6/6, 3 - 4/4

Spells known:
0 - Detect Magic, Electric Arc, Mage Hand, Prestidigitation, Message, Dancing Lights, Mending
1 - Shield, Magic Missile, Mage Armor, Featherfall
2 - Seeking Ray, Glitterdust
3 - Scintillating Sphere

Money: 30gp

Magic Items:
Crown of Charisma +2 (moved to head slot from cloak), 4000
Veil of Storms (+4d6 to electric damage 3/day, MIC p213), 4000
Cloak of Resistance +1, 1000
Bracers of Entanglement (3/day spell does 1/2 dmg and entangles, MIC p80), 2,000
Rod of Frost, 1400 (MIC p174)
2 potions of CLW, 100

Mundane Equipment:
Dagger, 1gp
Masterwork Crossbow, 335gp
10 bolts, 1gp
Case, 1gp
Small steel mirror, 10gp
Signet Ring, 5gp
Waterskin, 1gp
Everburning Torch, 110gp
Spell component pouch, 5gp
Traveller Garb, 1gp

*Note - No familiar yet. My plan is to get Improved Familiar and a mephit at 9th.[/sblock]

[sblock=Background]The Thingols were poor folk; peasants. Derek Thingol had been a man at arms, but after being wounded in battle and discharged, he took to the only other work he knew; farming. His wife, Vera, was skilled in herbs and midwifing as well as, some said, had been in her younger days part of a pagan coven of druids. Their first child, a son, was as strong and powerfully built as Derek himself. Though his appetite was costly, the work he could do more than made up for it, and Derek taught him how to handle a sword as well, should the time come that someone had to defend the household.

While Vera was with their second child, something unusual happened. There was a summer storm of fierce strength, too close to harvest season. As Caerwyn and Derek rushed to save what they could, a tongue of lightning flashed from the sky, striking Vera squarely as she looked anxiously on. Despite the force of the bolt knocking her onto her back and flinging her nearly ten feet, there were no burns or signs of injury other than a solid bump on the head. Still, they feared greatly for the fate of the baby. When the girl was born, they named her Talashia, and she took after her mother in looks in most respects save only her eyes, which were a faded blue, and her hair which, when it grew in, was silver-white in color. It grew that way naturally, and never changed or darkened.

Talashia, or Talia as she was sometimes called by her family, was an intense child, given to fierce outbursts of temper and equally strong devotions. Strong willed, she did what she wanted, when she wanted it, and endured whatever consequences ensued. Discipline was hard, because she simply didn't fear being scolded or spanked. For all that she was a difficult child, it cannot be argued that she didn't love her family very much. Losing them was a terrible blow... (more to come!)[/sblock]
 
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Leif

Adventurer
Uulark Simental, Human Cleric (No Patron Deity), C/G

[sblock=Game Stats]
Level: 7 XP: 21,000
Domains = Celerity (+10'/round land speed) and Mind (+2 Bluff, Diplomacy and Sense Motive)
Movement Rate: 20'(medium load, 50 lbs.) + 10'(Domain Power) (Domain Power lost because Uulark is carrying a medium load) = 20'/Round

S 10
D 16 (+3)
C 11
I 12 (+1) (bonus language=Dwarvish)
W 16 (+3) {15 +1(4th level increase)} (healed of ability dam. on 1/23/09)
C 11

AC: 18 [10+5(magic chain shirt)+3(dex)], FF15, T13
HP 35 Uulark's 7th level hp (1d8=5)


Saves:
Fort:+5+0=+5
Ref:+2+3=+5
Will:+5+3=+8

Feats:
1L standard: Weapon Focus (Spear) (+1 to hit)
1L human bonus: Scribe Scroll
3L standard: Improved Turning (+1 level for turning checks)
6L standard: Extra Turning (4 extra turning attempts / day) (7 total, made as Cleric8 - my level +1, and made at +2 because of Knowledge(Religion) ranks) {TURN ATTS SPENT: __ }

Skills: 16 pts at 1L + 3/L thereafter
Bluff (cc) +4 (2 ranks +0 ability +2 domain power)
Diplomacy +9 (5 ranks +0 ability +2 sense motive synergy +2 domain power)
Knowledge (History) +4 (3 ranks +1 ability)
Knowledge (Religion) +6 (5 ranks +1 ability) (Gives Uulark an extra +2 on turning checks)
Knowledge (The Planes) +4 (3 ranks +1 ability)
Sense Motive (cc) +10 (5 ranks +3 ability +2 domain power)
Spellcraft +6 (5 ranks +1 ability)

BAB: +5
Bonuses with +1 Spear (1d8 dam, crit X3): melee +6/+1, thrown +9/+1 (range 20')
Bonuses with Dagger (1d4 dam, crit 19-20 X2): melee +5/+0, thrown +8/+0 (range 10')

Magic Items
+1 Spear (2,302 gp) [1d8+1 dam, X3 crit] 6lbs.
+1 chainshirt (1,250 gp) 25lbs.
Three Scrolls, Cure Moderate Wounds (CL3) (600gp) (used: 0)

Equipment (total weight carried: 25(chainshirt) + 6(spear)+10(stuff) = 41lbs.)
2 Daggers 1lb. each
Explorer's Outfit
Backpack 2lbs.
1 days trail rations 1lb.
Silver Holy Symbol (generic Good) 1lb. (A Gleaming Silver Circle - representing the "Circle of Life" - set atop a short staff (5" long) which serves as its handle
2 sunrods 1lb. each
5 tindertwigs 0 lb.
2 thunderstones 1lb. each

gp 35
sp 5
cp
[/sblock]
[sblock=Prepared Spells]

0L: Det. Magic; Det. Magic; Light; Purify Food and Drink; Read Magic; Resistance;
1L: Protection from Evil; Entropic Shield; Shield of Faith (+3 Deflection bonus to AC); Shield of Faith (+3 Deflection Bonus to AC); Comprehend Languages (wis.); + Expeditious Retreat
2L: Hold Person; Remove Paralysis; Restoration, Lesser; Restoration, Lesser (wis.); + Cat's Grace
3L: Remove Curse; Searing Light; Dispel Magic (wis.); + Blur
4L: Divine Power + Haste
[/sblock]
[sblock=Description/Background]
Uulark is 5 feet 6 inches tall and weighs 90 pounds soaking wet. He has a very unusual appearance, in that while he is human, some of his features have a distinctly orcish cast. For instance, his heavy brow ridge, his elongated canine teeth, and his darkish fingernails (claws?). Nevertheless, Uulark's easy, ever-present smile, and his ubiquitous sense of humor improve the way he is perceived by others. He is not universally liked, but he is always trying (at least) to make people smile.

When Uulark was growing up, things never seemed to go his way. He always bet on the wrong horse, or his home just happened to be in the path of the big storm, or whatever. So one day, Uulark decided that it was time for his luck to change, and from that moment on, he devoted himself to purity and good, although he does not have a particular patron deity. Uulark will participate in the worship of any good deity whose clerics will permit him. Once he made this change, Uulark began to see better luck almost immediately. Although his outlook on life is better now, and he has a new series of successes to celebrate, Uulark remains humble. He takes a philosophical approach to the situation: "Just lucky, I guess," he says, with a sly grin and a wink. Uulark's quick wit and quick mind made his selection of the Celerity and Mind domains very easy.

Presently, Uulark finds himself in an inn that is decidedly NOT the Crimson Dagger, (although I'm not even sure what that means) having a drink with his new friends Caerwyn and Talashia, and getting acquainted with some even newer friends, Rogash, Friadoc, Shaimon, and Tanith.
[/sblock]
 
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Nac Mac Feegle

First Post
Caerwyn Thingol

[sblock=Sheet]Male Human Barbarian 1/Paladin of Freedom 5
Alignment: CG
Deity: Kord
Height: 5'6”
Weight: 130lbs
Hair: Black
Eyes: Brown
Skin: Tanned and scarred
Age: 21
XP: 6th level

Str: 18 (+4) [10 points, +2 Item]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [0 points]
Wis: 10 (+0) [2 points]
Cha: 18 (+4) [8 points, +1 Level Boost, +2 Item]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first

Class Abilities: Fast Movement, Rage 3/day (with feat), Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (20 points/day), Aura of Resolve, Divine Health, Turn Undead 7/day, Special Mount.

Hit Dice: 1d12 + 5d10 + 12
HP: 51, +12 hp when raging
AC: 18 (+0 dex, +8 armor), 16 when Raging
Init: +0 (+0 Dex)
Speed: 30 ft (40 for Barbarian, Heavy Armor)

Saves:
Fortitude +12 [+6 base, +2 Con, +4 Divine Grace]
Reflex +5 [+1 base, +0 Dex, +4 Divine Grace]
Will +5 [+1 base, +0 Wis, +4 Divine Grace], +7 when Raging

BAB/Grapple: +6/+10
Melee Atk: Greatsword +12 (2d6+7, 19-20/x2)
Melee Full Atk: Greatsword +12/+7 (2d6+7, 19-20/x2)

Raging adds +2 to hit, +3 damage to all attacks.


Skills (16 from Barbarian, 10 from Paladin):
Diplomacy +8 (4 ranks from Paladin, +4 Cha)
Handle Animal +8 (4 ranks from Barbarian, +4 Cha)
Heal +8 (4 cc ranks from Barbarian, 6 from Paladin, +0 Wis)
Intimidate +8 (4 ranks from Barbarian, +4 Cha)
Ride +4 (4 ranks from Barbarian, +0 Dex)


Feats:
1st: Weapon Focus: Greatsword
Human Bonus: Extra Rage
3rd: Power Attack
6th: Sacred Healing

Languages: Common

Equipment:
+1 Greatsword (2,350gp)
+1 Half Plate (1,750gp)
Cloak of Charisma +2 (4,000gp)
Gauntlets of Ogre Strength +2 (4,000gp)
Bedroll (1sp)
Map Case (1gp)
Flint and Steel (1gp)
Trail Rations, 5 days (25sp)
Tent (10gp)
Military Saddle (20gp)
Chain Shirt Barding (400gp)

Money: 265gp, 4sp

I can stat out the mount if you want, but since you said we're going into the sewers I'm guessing it won't matter too much :)
[/sblock]

[sblock=Appearance/Background]Caerwyn Thingol doesn't look like a paladin of Kord. Standing around 5'6" tall and without a spare pound on him, the only thing that fits his occupation is the giant claymore he carries on his back at all time. Caerwyn is a driven man, born into near-slavery as a peasant he came up out of serfhood with a fierce dislike of aristocracy and a proud self-reliance...and a sizeable bounty on his head for banditry and inciting revolution.

Now this itinerant warrior and healer travels the land doing what he can to help those in need, and most specifically those oppressed or enslaved. He rarely gets along with more traditional holy warriors, who take exception to his concepts of quick and dirty justice, but he's become a bit of a folk hero in several small villages. Quick to laugh and quicker to fight, Caerwyn is a close friend and a dangerous enemy.[/sblock]
 

Mista Collins

First Post
Tanith Dathius, female human wizard (illusionist)

Tanith Dathius

[sblock=STAT BLOCK]Tanith Dathius
Female Human, 5th level Wizard (Illusionist)
Deity: Boccob
Medium Humanoid (Human)

Hit Dice: 6d4+6 (23hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8)
Full Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Spellcasting, Summon Familiar (Tiny Viper)
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 11, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Skills: Concentrate +10(9), Decipher Script +13(9), Knowledge(arcana) +13(9), Knowledge(the planes) +9(5), Spellcraft +13(9), Listen +4(4), Spot +4(4),
Feats: Scribe Scroll, Greater Spell Focus (Illusion), Eschew Materials, Extend Spell(B), Empower Spell
Alignment: Neutral Good
Current XP: 15,000 XP

Languages spoken: Common, Draconic, Elven, Dwarven, Orc

Equipment: Explorer's Outfit, Light Crossbow, 20 Bolts, 2 Daggers, Hat of Disguise, Hand of the Mage, Cloak of Resistance +1, Belt pouch containing 6gp.

Heward's Handy Haversack, Spellbook, Scrollcase (Alarm, 2 Comprehend Languages, Reduce Person, Disguise Self), Sack containing 220 pp.

Total weight carried is 25.1/38lb.
Current Load: Light
[/sblock]

[sblock=SPELLS]
Spells per Day: 5/5/5/4
Prohibitied Schools: Enchantment & Necromancy

Spells Memorized
0th level
- Acid Splash
- Detect Magic
- Detect Magic
- Ghost Sound
- Prestidigitation

1st level
- Magic Missile
- Magic Missile
- Magic Missile
- Color Spray
- Mage Armor

2nd level
- Invisiblity
- Mirror Image
- Flaming Sphere
- Summon Monster II
- Melf's Acid Arrow

3rd level
- Displacement
- Fireball
- Fireball
- Haste

Spells in Spellbook
0th level DC 14 (16 for Illusions)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st level DC 15 (17 for Illusions)
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Burning Hands: 1d4/level fire damage (max 5d4)
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Ventriloquism: Throws voice for 1 min./level.

2nd level DC 16 (18 for Illusions)
Summon Monster II: Calls extraplanar creature to fight for you.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Melf's Acid Arrow

3rd level DC 17 (19 for Illusions)
Summon Monster III: Calls extraplanar creature to fight for you.
Fireball: 1d6 damage per level, 20-ft. radius.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Haste:
[/sblock]
 

Jemal

Adventurer
Rokelsh
Human Brb2/Fgtr1/Ranger3
AL: CG HT: 6'1" WT: 190 Hair: Long, Black Eyes: Green

STR: 18 (+4) [16+2 Gauntlets]
DEX: 16 (+3) [15+1 level]
CON: 10 (+0)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 8 (-1)

HP: 37 (2d12+1d10+3d8) AC: 18
Saves: FORT: +8 REF: +6 WILL: +3
Init: +3

Bab: 6
Attacks:
Normal Shot: +1 M.C.L.Bow (+11/+6, 1d8+4 damage, Threat 20/X3, Range 110')
Rapid Shot: +1 M.C.L.Bow (+9/+9/+4, 1d8+4 damage, Threat 20/X3, Range 110')
Mellee: +1 Great Sword (+12/+7, 2d6+7 damage, Threat 19-20/X2)
*Raging Great sword (+14/9, 2d6+10 damage, threat 19-20/X2)

Skills(Total/Ranks):[49 Points] Jump(+10/5), Craft:Weapons(+5/5), Craft:Armour(+5/5), Survival(+9/5), Listen(+7/5), Spot(+7/5), Tumble (+5/1cc), Knowledge:Geography(+8/8), Knowledge: Nature(+7/5)
(*cc=Cross Class; 2 skill points) Synergy bonuses and Armour Check Penalties are allready figured in.

Feats: [5] W.Focus(L.Bow), W.Focus(Great Sword), Power Attack, Cleave, Diehard

Class Features:
Rage 1/day, Fast Movement, Uncanny Dodge, Favoured Enemy(Abberations), Combat Style(Archery): Rapid Shot, Track, Endurance

Languages: Common

Equipment:
On Self:
+1 Great Sword [2350 GP]
+ 1 MTY Comp Long Bow(+4) [2800 GP]
100 Arrows [5 GP]
MW Chain Shirt[250 GP]
+2 Gauntlets of Strength [4000 GP]
Cloak of Resistance + 1 [1000 GP]
Backpack [2 GP]
2 Belt Pouchs [2 GP]
Signet Ring [5 GP]
Ring of Sustenance [2500 GP]

In Backpack:
100' Silk Rope [20 GP]

Belt Pouch Left:
60 GP (1 Lb)
Belt Pouch Right:
60 SP (1 Lb)
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=Sheet]

Male Human Barbarian 1/Paladin of Freedom 6
Alignment: CG. . .Deity: Kord
Height: 5'6”. . .Weight: 130lbs. . .Hair: Black. . .Eyes: Brown
Skin: Tanned and scarred. . .Age: 21

XP: 7th level

Str: 18 (+4) [10 points, +2 Item]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [0 points]
Wis: 10 (+0) [2 points]
Cha: 18 (+4) [8 points, +1 Level Boost, +2 Item]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first

Class Abilities:
Fast Movement,
Rage 3/day (with feat) +4 to str, con; +2 to will save (morale bonus); -2 to ac; duration: 7 rounds
Aura of Good,
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Range: 60 ft.Area: Cone-shaped emanation Duration: Concentration, at will (D) phb pg 218
Smite Evil 2/day,
Divine Grace,
Lay on Hands (21 points/day),
Aura of Resolve,
Divine Health,
Turn Undead 7/day,
Special Mount.
remove disease 1/ week

Daily uses:
Rage: 0 0 0
Smite Evil: 0 0
Lay on Hands:
00000 00000 00000 00000 0
Turn undead 0 0 0 0 0 0 0
remove disease 0

Hit Dice: 1d12 + 6d10 + 14
HP: 59, +12 hp when raging
AC: 18 (+0 dex, +8 armor), 16 when Raging
Init: +0 (+0 Dex)
Speed: 30 ft (40 for Barbarian, Heavy Armor)


Saves:
Fortitude +13 [+7 base, +2 Con, +4 Divine Grace]
Reflex +6 [+2 base, +0 Dex, +4 Divine Grace]
Will +6 [+2 base, +0 Wis, +4 Divine Grace], +7 when Raging

BAB,Grapple: +6/+1, +10
Melee Atk: Greatsword +13 (2d6+7, 19-20/x2)
Melee Atk while raged: Greatsword +15 (2d6+10, 19-20/x2)
Melee Full Atk: Greatsword +13/+8 (2d6+7, 19-20/x2)
Melee Full Atk while raged: +15/+10 (2d6+10, 19-20/x2)

Raging adds +2 to hit, +3 damage to all attacks.


Skills (16 from Barbarian, 12 from Paladin):
Bluff +9 (5 ranks from Paladin, +4 Cha)
Handle Animal +8 (4 ranks from Barbarian, +4 Cha)
Heal +8 (4 cc ranks from Barbarian, 6 from Paladin, +0 Wis)
Intimidate +8 (4 ranks from Barbarian, +4 Cha)
Ride +4 (4 ranks from Barbarian, +0 Dex)
Sense Motive +2 (2 ranks from Paladin, +0 wis)

Feats:
1st: Weapon Focus: Greatsword
Human Bonus: Extra Rage
3rd: Power Attack
6th: Sacred Healing

Languages: Common

Equipment:
+1 Greatsword (2,350gp)
+1 Half Plate (1,750gp)
Cloak of Charisma +2 (4,000gp)
Gauntlets of Ogre Strength +2 (4,000gp)
Bedroll (1sp)
Map Case (1gp)
Flint and Steel (1gp)
Trail Rations, 5 days (25sp)
Tent (10gp)
Military Saddle (20gp)
Chain Shirt Barding (400gp)

Money: 240gp, 4sp

I can stat out the mount if you want, but since you said we're going into the sewers I'm guessing it won't matter too much :)
[/sblock]

[sblock=spells]because Caerwyn's wisdom is 10 and paladin spells are wisdom based, his spell ability is 0. he needs an 11 wisdom to cast lv 1 spells[/sblock]

[sblock=Appearance/Background]
Caerwyn Thingol doesn't look like a paladin of Kord. Standing around 5'6" tall and without a spare pound on him, the only thing that fits his occupation is the giant claymore he carries on his back at all time. Caerwyn is a driven man, born into near-slavery as a peasant he came up out of serfhood with a fierce dislike of aristocracy and a proud self-reliance...and a sizeable bounty on his head for banditry and inciting revolution.

Now this itinerant warrior and healer travels the land doing what he can to help those in need, and most specifically those oppressed or enslaved. He rarely gets along with more traditional holy warriors, who take exception to his concepts of quick and dirty justice, but he's become a bit of a folk hero in several small villages. Quick to laugh and quicker to fight, Caerwyn is a close friend and a dangerous enemy.[/sblock][/quote]

[sblock=changes by me]
25 gp donatin to temple of pelor for clean up of 'once was friadoc' post 358
needs a missle weapon! chaos creatures are very bad to deal with upclose!

level 7 upgrade: paladin gets leveled
+6 hp, +3 skill points (class +2, human +1), +1 bab
[/sblock]

[sblock=paladin class description]
Paladin of Freedom Class Features
The paladin of freedom has all the standard paladin class features, except as noted below.
Class Skills: Replace Diplomacy with Bluff on the class
skill list.
Aura of Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin’s aura of courage class feature.
Spellcasting: Remove the following spells from the paladin’s spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.
Add the following spells to the paladin’s spell list: 1st—
protection from law; 3rd—magic circle against law, remove curse;
4th—dispel law, freedom of movement.
Code of Conduct: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom’s code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
Associates: While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never
knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
UA p 53 [/sblock]
 
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