[AE/AU] The Test of Time [RG]

Erekose13

Explorer
[Character Creation Rules]

I would like to encourage people who will stick to a game and post with some frequency. I post about once a day during the week and would like to keep up a steady pace for this game. I don't expect people to keep up to that pace, but perhaps a few times a week is fine. This is more to let you know how often I will try to keep things going. I will set up the Rogues Gallery and In Character threads once we have enough people in.

  • Characters will start at 1st level
  • Max Hit Points and Gold for 1st (200gp).
  • Stats either 33 point buy or roll via Invisible Castle
  • Books Allowed: Arcana Unearthed, Arcana Evolved, Complete Book of Eldritch Might/Grimoire 2, Mystic Secrets, Diamondthrone.com


[Example Character Sheet]

I like things in statblock format. So here is an easy sheet to fill in, just reply to this message and cut everything but the sheet off. Replace anything in <arrow brackets> and # with the information for your characters. An example character follows.

[color=<colorchoice>]<character name>[/color], <race> <class> <level>; CR #; <size and type>; HD #d# (#hp, dying #, dead #); Init #; Speed # feet; AC # (+#Dex, +#Armor, +#Shield, +#<other modifiers>), flatfooted #, touch #, ACP #, Spell Failure #; Bab +#, Grapple +#; Atk +# melee (#d#+#, critical x#, <weapon>) or +# ranged (#d#+#, critical x#, <weapon>); Full Atk: <if necessary>; SA: <if necessary>; SQ: <if necessary>; SV Fort +#, Refl +#, Will +#; Str #, Dex #, Con #, Int #, Wis #, Cha #.

Skills and Feats: (#skill points, #/# max ranks) <skill name> +# (# ranks), <etc>; <feat name>.

<Class or Race feature>: <text>

Possessions: <mundane equipment>, <magic items>, #gp #sp #cp.

Spells: #/#/# spells per day, Base Save DC # + spell level.
  • 0th - <spell names>.
  • 1st - <spell names>.
  • 2nd - <spell names>.

Combat Rites: #/# per day.

Description:

History:

[Current Character Roster]

  • Elocin
  • Zoatebix
  • Scotley
  • Eonthar
  • Lobo Lurker
  • Ender Wiggin

Alternates
  • Captain Tragon
  • Ferrix

[Links]

 
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Elocin

Lurker (sort of)
Soen Morrowsong - Faen Loresong Magister 1

Soen Morrowsong - Faen Loresong Magister 1; CR 1; small humanoid; HD 1d6+2 (8hp, dying -2, dead -13); Init 1; Speed 20 feet; AC 12 (+1 Dex, +1 size), flatfooted 11, touch 12, ACP 0, Spell Failure 0; Bab +0, Grapple -3; Atk +2 melee (1d6+1, critical x2, Faen Staff; SA: See Below; SQ: See Below; SV Fort +2, Refl +1, Will +3 (+1 agianst magic); Str 12, Dex 12, Con 14, Int 18, Wis 12, Cha 11.

Skills and Feats: (28skill points, 4/1 max ranks) Alchemy +8 (4 Ranks), Appraise +4 (0 Ranks), Balance +1 (0 Ranks), Bluff +0, Climb +0, Concentration +6 (4 Ranks), Decipher Script +8, (4 Ranks), Disguise +0, Escape Artist +1 (0 Ranks), Gather Information +0, Heal +1 (0 Ranks), Hide +1 (0 Ranks), Intimidate +0, Jump +1 (0 Ranks), Knowledge (arcana) +8 (4 Ranks), Knowledge (history) +8 (4 ranks), Listen +1 (0 Ranks) Move Silently +1 (0 Ranks), Ride +1 (0 Ranks), Scry +4 (0 Ranks), Search +4 (0 Ranks), Sense Motive +1 (0 Ranks), Spellcraft +10 (4 Ranks), Spot +1 (0 Ranks), Swim +1 (0 Ranks), Survival +1 (0 Ranks) Use Rope +1 (0 Ranks); Resistance to Magic, Eldritch Training.

<Class or Race feature>: Detect Magic 1/day, Ghost Sound 1/day, Lesser Glowglobe 1/day, Low Light vision, Metamorphosis

Possessions: Faen Staff, Travelers Outfit, Backpack, Bedrool, Belt Pouches x5, Flask, Flint and Steel, Ink (5oz), Ink Pen x2, Small Steel Mirror, Paper (40 sheets), TRail Rations x5, Sealing Wax x2, Signet Ring, 50' Silk Rope, Waterskin x3;

Total Weight: 32.5lb Money: 95gp 1sp 7cp

Spells: 3/2 spells per day, Base Save DC 15 + spell level.
Spells Typically Readied
  • 0th - Appropriate Size, Read Magic, Seeker, Telekinesis, Recent Occupant, Saving Grace
  • 1st - Acidic Curse, Magic Armor, Lesser Transfer Wounds, Open Lock

Description:
He is 3' tall and weighs 40 lbs. He is 109 years old, has long brown hair, green eyes, well-tanned skin and a well trimmed goat-tee. His clothing is well maintained, and he is never out of sorts as if he has spent hours getting ready even though only minutes have passed. He is very out going and is easily liked by all that he meets. He tends to be very mischievous and is always ready for a good laugh, but if you ever really look into his eyes you can see the passion in them for magic almost to the point of obsession.

History:
Growing up in the city of Thayn and learning the use of magic from the magisters in this city Soen is proud to call himself a Magister and is very interested in all the speeches that Faevor Grayportal has given. Soen believes that it is his destiny that he will help Faevor wish to bring back the Council of Magisters and he covets to be an important player in this council. When he thought that he could learn no more from the Magister teacher of Thayn he informed Faevor that he is going out into the world to help discover all that he could of the Council and will seek out anything that Faevor deems important to learn more about. This drive for more information led him to join an adventuring company in search of wonders of the world...
 
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Zoatebix

Working on it
<Shi-Torob>, Giant Champion of Death 1; CR 1; Medium Giant; HD 1d10 (12hp, dying -3, dead -15); Init +0; Speed 40 feet; AC 14 (+0 Dex, +3 Armor, +1 Shield,), flatfooted 14, touch 10, ACP -2, Spell Failure 20%; Bab +1, Grapple +4; Atk +4 melee (1d8+4*, critical 19-20/x3, swordaxe) or +1 ranged (1d6+4*, critical x2, javelin); SA: Death's Blessing (ex); SV Fort +4, Refl +0, Will +2; Str 16, Dex 10, Con 14, Int 12, Wis 11, Cha 16.

Skills and Feats: (12 skill points, 4/2 max ranks) Craft (any) +3 (0 ranks), Diplomacy +7 (2 ranks), Knowledge (Ceremony) +3 (2 ranks), Knowledge (Dangerous Beasts) +3 (2 ranks), Knowledge (Religion) +3 (2 ranks), Sense Motive +2 (0 ranks), Spot +4 (4 ranks); Fleet of Foot (Ceremonial), Exotic Weapon Proficieny (Heavy).

Known Power Rituals (from Mystic Secrets): Ritual of Greetings, Ritual of Shared Repast.

Giant skill bonuses: +2 to Diplomacy, Sense Motive, and Craft.
May use any spell-completion or spell-trigger item involving the Necromancy school.
Death's Blessing (ex): Add a +1 luck bonus to all damage rolls against the living. Already added into damage entries marked with an * above.

Languages: Common, Giant, Faen

Possessions: Swordaxe, 3 Javelins, Dagger, Backpack, Belt Pouch, Bedroll, Winter Blanket, 10 pieces of Chalk, 10 Candles, 5 Day's Rations, Waterskin, Flint and Steel, 2 Sunronds, Round Shield, Studded Leather Jack, Explorer's Outfit, Adventurer's Outfit; somewhat less than 17gp 7sp.

Description: Standing 7'1" and carrying his muscular 300 lbs well, Shi-Torob's impressive stature can't hide the fact that he's about 10 year's younger than most Giants who've struck out on their own. His skin is of a healthy, olive-tan complexion, his well-kept hair is light brown and frames his clean-shaven face, and his smiling are eyes hazel. Judging from his appearance and his cheerful demeanor, one would never guess that Shi-Torob was a Champion of Death - unless one's eyes were drawn to his dyed-black clothing or the four skulls carefully attached with hand-woven cord to his sword-belt.

History: Shi-Torob has lived in Navael for about a year, performing Funeral Ceremonies and occasionally serving as an escort for crystal-cutters. The skulls at his belt belonged to bandits who tried to murder and rob his charges on the Crystal Feilds. As Shi would put it, they "tried - and rightly failed - to impose their wills on the Cycle for personal gain. They will not be missed." Shi has grown popular among Navael's poor because he asks only for a meal or two in exchange for helping their dead find peace in the Long Sleep.

Shi is originally from Mi-Theron, where his family lived as wealthy wine merchants, wine growers, and wine importers for generations. They settled there after Shi-Norcan - a lieutenant under the giantish hero Mi-Theron - helped liberate the city from the Drahmoj. His parents both died of a mysterious disease 3 years ago and his brother inherited the buisness. Foul-play was suspected, but no motive or method was ever discovered. Near the end the day-long ceremony for the passing of his parents, Shi-Torob fell into a deep trance and did not rise from it for 10 hours. He had found his purpose: his ancestors and powers beyond his ken had selected him to ensure that all things reach their right and natural end.

It suffices to say that Shi's older brother did not approve of this lifestyle. On top of that, Shi was distressed by the excess of Ai-Reyona and her stewardly court and left Mi-Theron with nothing but contempt for the city. Shi's brother and two sisters (one older, one younger) remain there to this day.
 
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Scotley

Hero
Rurrahr Plainsrunner, Litorian Unfettered 1; CR #; medium and humanoid; HD 1d8 (Hp 10, dying -3, dead -15); Init +4; Speed 30 feet; AC 20 (+4Dex, +3Armor, +2Shield, + 1class), flatfooted 13, touch 15, ACP -1 or -3 with shield, Spell Failure 15%/30%; Bab +1, Grapple +4; Atk +4 melee (2d6+5, x3, Long Spikestick), or +5 (1d8+3, 19-20x2, Greater Battle claw), or +4 melee (1d8+3, x3, warhammer), +4 melee (1d6+3, x2, bite--can be combined with other attacks at -2 to all attacks); +5 ranged (1d6+3, l x2, javelin--range 30'); SV Fort +2, Refl +6, Will +0; Str 16, Dex 18, Con 14, Int 15, Wis 11, Cha 14.

Skills and Feats: (24 skill points, 4/2 max ranks) skillname +# (# ranks), Balance +5 (1 ranks)Bluff +6 (4 ranks), Gather Information +5 (3 ranks), Intimidate +4 (0 ranks), Jump +4 (1 ranks), Knowledge (Nobility and Courtesy +3 (1 ranks), Listen +2 (0 ranks), Open Lock +6 (1 ranks), Search +7 (3 ranks), Sense Motive +3 (3 ranks), Sneak +5 (1 ranks), Spot +4 (2 ranks), Swim +4 (1 ranks), Tumble +7 (3 ranks), Wilderness Survival +2 (0 ranks); Bonded Item (Greater Battle Claw), Bite (bite attack 1d6+3, but -2 to all attacks).

Low-Light Vision: Litorians can see twice as far as humans in starlight, moonlight, torchlight, etc. They also retain the ability to distinguish color and detail under these conditions.

Litorian Skill Bonuses: +2 racial bonus on Intimidate, Search, Spot, Listen, and Wilderness Survival checks.

Languages: Litorian, Common, Giant, and Draconic

Weapon and Armor Proficiency: The unfettered is proficient with all simple and martial weapons, agile exotic weapons, Light armor, and shields.

Armor Class Bonus (Ex): When wearing Light armor or no armor, the unfettered gains a special dodge bonus to Armor Class that increases every three levels. Unfettered are trained to move quickly and dodge blows with astounding speed.

Parry (Ex): An armed unfettered uses his skill and training to judge the timing of an opponent’s incoming strike and how to block it. The unfettered can choose to add his Intelligence modifier to his Armor Class against a single opponent in a given round, although this bonus can never exceed half the unfettered’s class level (minimum 1). The parry ability works only against melee attacks, and only against attacks the unfettered is aware of;
he cannot parry an invisible opponent.

Possessions: Studded Leather Jack, Long Shield, Greater Battle Claw (bonded item), Long Spike Stick, Warhammer, Javelins x12, bed roll, winter blanket, 5 days trail rations, backpack, large pouch, waterskin x2, parchment x20 sheets, ink and pen; <magic items>, 66 gp 7sp 10cp.

Description: Rurrahr is a powerfully built Litorian more than six and a half feet tall and weighing more than two hundred pounds. His face is ringed in a carefully brushed golden brown mane. His eyes are dark and alert. His nose is dark on his otherwise light brown face and has a couple of dots of pink on it. He smile reveals sharp pointed white teeth and is disconcerting to those unfamiliar with Litorians. His voice is deep and sonorous making him a popular storyteller. He wears a buff colored studded leather jack and a large quiver of javelins on his shoulder. He carries a long shield and a wickedly spiked staff. A warhammer and a gauntlet backed with claws hang at his belt. His wrists are adorned with bracers of spotted fur from a fast plains deer. He wears a bronze medallion around his neck depicting a Litorian hunter.

History: Rurrahr grew up like most of his kind roaming the central plains. He was found to be strong and bright at a young age and is popular among his people. He often led small hunts and patrols for his tribe. But his strength and popularity made him a threat to the chieftain’s heirs. With the recent changes in the world the old chief felt he needed information about the larger world. He chose several promising young Litorian and set them on a mission to make their way in the world and send back word of what is happening beyond the plains. Rurrahr soon found he enjoyed life among other races. He loves trying new foods and hearing stories and tales of great deeds. His strength and speed coupled with his intimidating size make it easy for him to find work as a guard or courier and slowly he explores sending back reports to his tribe whenever he can.
 
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Lobo Lurker

First Post
K'trinaxes, Verrik male, Iron Witch 1

K'trinaxes, Verrik Iron Witch ONE; CR 1; Medium Humanoid; HD 1d6+2 (8hp [+6 subdual], dying -1, dying -15, dead -16); Init +1; Speed 30 feet; AC 17 (+1 Dex, +3 Armor, +2 Shield, +1 natural armor), flatfooted 16, touch 11, ACP -3, Spell Failure 25%; BAB +0, Grapple +3; Atk +4 melee (1d8+5, critical 19+/x2, Iron Blade - Longsword), Atk +3 melee (1d6+3, critical 20+/x2, Club) or +1 ranged (1d8+0, critical 19/x2, Light Crossbow); Full Atk: n/a; SA: n/a; SQ: +1 AC vs. Sword based attacks, +1 Luck bonus to AC vs. Iron weapons, Sensory Control, Spell-like Abilities: contact, lesser tk, sense thoughts; SV Fort +2, Refl +1, Will +5; Str 16, Dex 12, Con 15, Int 14, Wis 16, Cha 7.

Skills and Feats: (24 skill points, 4/2 max ranks)
Bluff +2 (4 ranks, -2 Cha), Concentration +6 (4 ranks, +2 Con), Knowledge (local) +6 (4 ranks, +2 Int), Sense Motive +5 (2 ranks, +3 Wis), Spellcraft +5 (3 ranks, +2 Int), Disable Device +6 (4 ranks, +2 Int), Open Lock +4 (3 ranks, +1 Dex); Languages: Common, Verrik, Fallenoran, Lithoran; Natural Swordsman, Iron Flesh

Sensory Control: Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.

Spell Access: Verrik always have access to PSIONIC spells, even if they normally would onlyhave access to Simple spells.

Innate Spell-Like Abilities: 1/day—contact, lesser telekinesis, sense thoughts

Knowledge (Verrik): Verrik always gain Knowledge (verrik) as a class skill.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons, light armor, and shields.

Spellcasting: Witches have access to Simple spells.

Iron Witchery: If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class.

Iron Witch Blade Manifestation: Iron Witches may creat a short, long, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Possessions: 63gp 18sp 10cp.
Witch Bag (5GP), Thieves Tools (30GP)
Light Crossbow (35GP), 60 Crossbow Bolts (6GP), Bolt Quiver (2GP)
Club (--GP),
Studded Leather Jack [-1 ACP; 15% failure] (25GP), Heavy Shield [-2 ACP, 10% failure](20GP)
Bedroll (1SP), 5 Sunrods (10 GP), Backpack (2GP).
Peasant clothes (verrik)

Spells: 0 of 3/0 of 1/- spells per day, Base Save DC 13 + spell level.
Code:
[b]0th (DC 13)[/b] - [i]Bash, Canny Effort, Saving Grace[/i]
[b]1st (DC 14)[/b] - [i]Transfer Wounds (Lesser)[/i]
[b]2nd (DC 15)[/b] - n/a

Description: Short and stocky with the distinctive wine-colored skin of all Verrik. His hair is slate gray and worn shaved very close to his skull. K'trinaxes prefers to garb himself in a strange fusion of priestly robes and loose fighting clothes. His clothes are gray-black and adorned with brown bags and a light desert robe complete with deep hood.

History: K'trinaxes is the 12th son of a long dynasty of Iron Witch mercenaries. However, a disagreement with the disposition of forces and missions with his father, while his was young, resulted in him being excommunicated from his family. Every the practical one, K'trinaxes simply shrugged his shoulders and wandered north with the faint idea of seeing the harrowdeep and perhaps a faen skyship.

He bears neither the giants nor the dragons any rancor... mostly because both possess great temporal power while he does not.

Currently, he is exploring the giant lands on his way to the harrowdeeep, but finds himself in need of funds. He's not opposed to banditry, but he'd rather not end up in a prison somewhere, so for the moment he'll operate within the system.
 
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ender_wiggin

First Post
<Milton Redhelm>, Human Warmain 1; CR 1; Medium Humanoid; HD 1d12 (17 hp, -2 dying, -14 dead); Init +2 (dex); Speed 20 ft; AC 18 (+2 dex, +4 armor, +2 shield), flatfooted 14, touch 11, ACP -3, Spell Failure 20%; Bab +1, Grapple +4; Atk +5 melee (1d10+4, critical x3, glaive) or +4 (1d6+3, 19-20/x2, short sword) +3 ranged (1d8+3, critical x2, heavy javelin); SV Fort +3, Refl +2, Will +1; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 14.

Skills and Feats: (12, 4/2) Climb* +5 (2), Jump* +5 (2), Swim* +5 (2), Ride +4 (3), Handle Animal +5 (3); Combat Reflexes, Weapon Focus (glaive), Sturdy.

* ACP: -6

Class or Race feature: standard human stuff.

Possessions: Breastscale Armor (60), Long Shield (20), Glaive (8), Short Sword (10), Backpack (2), Hooded Lantern (7), Heavy Javelin x4 (8), Silk Rope (10), Rations x2 (1), Waterskin x2 (2), Winter Blanket (.5), Bedroll (.1), Acid Flask x2 (20); 11 gp, 4 sp

Description/History:

The boy found him on the beach -- nearly dead from drowning; the heavy scalemail having weighed him down so much. There was water in his lungs and numerous wounds that had pierced his body. He had a broken ankle. Soon afterward, a number of men hauled him to the dry area of the sand, where he was able to cough up most of the water he had inhaled. It was not a pretty sight. His tanned face was marred with searing burns and his dark brown hair was matted with seaweed. A hundred feet down the beach, a long, kite-shaped shield washed ashore. The fishermen decided it must have belonged to the stranger. The shield itself was a curious site -- emblazoned on the front was a intriguing piece of artwork -- depicting a tree whose branches and roots twisted and bended to create a perfect circle with a short tree trunk at the very center.

It would be a week before Milton remembered his name. It would be two months before he recovered enough to take his first steps outside of the fishing village. He still hasn't remembered much, except that he once had a future, a life. Perhaps he had other things too. But they are concealed within a veil of storms and fog in Milton's mind, places he can only penetrate in his dreams, and whose secrets are lost upon awakening.

During his recovery, the fisherman valued the strength of his body, and he was able to perform rudimentary work for them. In the end, he gained their trust and respect, and by the time he reluctantly left, he had acquired a relative wealth of gold. Perhaps Milton would have been happier if he just stayed there and became a fisherman. He was good at it. He was almost content there. But his heart knew there was a separate destiny for him, one which had been stolen from him; one which was his prerogative to regain.
 

Eonthar

Explorer
Elrion Kyrik - Human Mage Blade 1

Elrion Kyrik, Human Mage Blade 1; CR 1; Medium humanoid; HD 1d8+1 (9hp, dying -2, dead -14); Init +3; Speed 30 feet; AC 16 (+3 Dex, +3 Armor), flatfooted 13, touch 13, ACP -1, Spell Failure 15% (0% when wielding Athame); Bab +0, Grapple +4; Atk +5 melee (1d8+5, critical 19-20/x2, Longsword) or +3 ranged (1d6, critical x3, Short Bow); Full Atk: +5 melee (1d8+5, critical 19-20/x2, Longsword) and +4 melee (1d6+2, critical 19-20/x2, Shortsword); SV Fort +1, Ref +3, Will +0; Str 18, Dex 16, Con 13, Int 11, Wis 11, Cha 15.

Skills and Feats: (12 skill points, 4/2 max ranks) Climb +5 (2 ranks), Concentration +5 (4 ranks), Jump +5 (2 ranks), Spellcraft +4 (4 ranks); Weapon Proficiency(Simple, Martial), Armor Proficiency(Light), Shield Proficiency, Ambidexterity, Ritual Combat, Two Weapon Fighting.

Race and Class Features:
Bonus Feat: One extra feat at 1st level (cannot be a talent)
Bonus Skills: Bonus of 4 extra skill points at first level and 1 extra skill point at each additional level
Class Skill: Humans always gain Knowledge (humans) as a class skill
Spells: Simple spells; No spell failure in armor when wielding Athame
Athame (Su): +1 enhancement bonus, empathic link [always know where weapon is (distance & direction)]

Possessions: Longsword (Athame), Short Sword, Short Bow (20 arrows), Studded Leather Jack, Explorer's Outfit, Bedroll, 3 Candles, Winter Blanket, Flint & Steel, 1 pint Flask of Oil, 4 days of Trail Rations, Signal Whistle, Signet Ring, Sunrod, Backpack, Belt Pouch, 93 gp 5sp 7cp.

Languages: Common, Draconic.

Spells: 3/1 spells per day, Base Save DC 12 + spell level.

Spells Typically Readied:
* 0th - Bash, Ghost Sound, Glowglobe (Lesser).
* 1st - Obscuring Mist.

Combat Rites: 3 1st level per day.

Description:

Elrion is a tall, young, muscular and handsome human man. He stands about 6'3", and weighs about 200 lbs. His time and training at the Academy have shaped him physically, mentally and spiritually. He has short trimmed light brown hair and his clean-shaven. His piercing eyes vary in color from green to gray depending upon the light and his mood. He is dressed in brown leather breeches and a white shirt covered by a supple brown studded-leather jack. He wears sturdy walking boots, a wide-brimmed hat and a forest green cloak. Strapped to his sides are two perfectly maintained weapons, a longsword and a short sword.

History:

Elrion was the youngest of a family of eight children. He grew up in a small village near the city of Navael. When he was 12, it was discovered that he had a natural talent for magic. His parents, seeing that this was Elrion's way out of the farming life, tried to find him a master. He was apprenticed to the small Mage Blade academy, under the master Selar Thorn in Navael. Now, at 20, Elrion has grown into a man and is ready to see and make his mark on the world.
 
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