CB's The Sunless Citadel v3.5

For those playing in CanadienneBacon's The Sunless Citadel v3.5 play-by-post game, please post your character sheets below. If you'll be using this thread as your sole character sheet then please feel free to format the following stats as you see fit, but be sure to include all the elements I've listed. If you'll be using a paper copy of a character sheet, then I ask that you format your stats in the linear order as presented here.

******Since we lost the database with the site's crash, I do have a .txt file of this downloaded thread on my home hard drive. I have everyone's stats as they last appeared in this thread. To keep things clean, I'd like it if the current players contacted me so that I can send your info to you individually and have you re-post it yourself.******

Name
Gender/Race
Class
Alignment
Age
Height/Weight
Deity

Ability Scores

AC
Initiative
Speed
Max. Hit Points
Current Hit Points

Saving Throws

Attacks and Damage for preferred weapons
--format should be, for example, Greatsword +5 melee 2d6+6 dmg 19-20 x 2

Feats

Skills
Skill Name + X (X ranks, + X Abilitiy, +X Other)
--format should be, for example, Diplomacy +5 (4 ranks, +1 Cha)

Languages Known

Possessions & Current Wealth

Spells Known (if arcane spellcaster)
Spells Prepared (if of the preparing sort of caster)
 

log in or register to remove this ad

Boddynock

First Post
Code:
Name:           Elyan Kolodah
Class:          Bard 3
Race:           Human
Size:           Medium
Gender:         Male
Alignment:      Neutral Good
Deity:          Corellon Larethian

Str: 12 +1      Level:  3      XP:          3328
Dex: 16 +3      BAB:    +2     HP:          16/18
Con: 10 +0      Grapple:+3     Dmg Red:     nil
Int: 12 +1      Speed:  30'*   Spell Res:   nil
Wis: 10 +0      Init:   +3     Spell Save:  n/a
Cha: 16 +3      ACP:    -2     Spell Fail:  0%

* when Rogue performs ‘guide’ trick; Speed = 22.5’ when unaided.

         Base   Armor   Shld   Dex   Size   Nat   Misc   Total
Armor:   10     +4      +0     +3    +0     +0    +0     17
Touch:   13     Flatfooted:    14

Saves:   Base   Mod     Misc   Total
Fort:    +1     +0      +0     +1
Ref:     +3     +3      +0     +6
Will:    +3     +0      +0     +3

Weapon          Attack  Damage       Critical
Dagger          +5      1d4+1        19-20/x2
Rapier          +5      1d6+1        18-20/x2

Languages:      Common;
                Draconic.

Abilities:      Favoured class: any;
                Spells;
                Bardic Knowledge;
                Bardic Music;
                Countersong;
                Fascinate;
                Inspire Competence;
                Inspire Courage +1.

Bard Spells Known:
Level 0:        Detect Magic;
                Ghost Sound (DC 13);
                Know Direction;
                Lullaby (DC 14);
                Prestidigitation;
                Resistance.
Level 1:        Charm Person (DC 15);
                Cure Light Wounds;
                Hypnotism (DC 15).

Spells per day: 3/2

Feats:   Blind Fight;
         Skill Focus (Listen);
         Skill Focus (Perform - Sing);
         Spell Focus (Enchantment);
         Weapon Finesse.

Skill Points:   48      Max Ranks:   6/3
Skills                  Ranks  Mod   Misc  Total
Bluff                   +5     +3    +0    +8
Concentration           +4     +0    +0    +4
Diplomacy               +5     +3    +0    +8
Gather Information      +4     +3    +0    +7
Handle Animal           +3.0   +3    +0    +6
Knowledge (History)     +3     +1    +0    +4
Knowledge (Local)       +1     +1    +0    +2
Knowledge (Nob/Royalty) +1     +1    +0    +2
Listen                  +6     +0    +3    +9
Perform (Sing)          +6     +3    +3    +12
Perform (Wind Instr.)   +3     +3    +0    +6
Use Magic Device        +4     +3    +0    +7

Equipment:                           Cost  Weight
Bedroll                                1sp  5lb
Chain shirt                          100gp 25lb
Dagger                                 2gp  1lb
Dog, Guard (‘Rogue’)                  25gp  -lb
Flint & steel                          1g   -lb
Meat, chunk x2                         6sp  1lb
Musical instrument, common (recorder)  5gp  3lb
Outfit, traveller’s                    -gp  -lb
Rapier                                20gp  2lb
Rations, trail (per day) x2            1gp  2lb
Sack                                   1sp .5lb
Spell component pouch                  5gp  2lb

Total Weight:   42.86lb Money: 6gp  61sp  0cp (1.34lb)

                Light   Med    Heavy       Lift  Push
Max Weight:     0-43    44-86  87-130      260   650

Age:     16
Height:  5'8"
Weight:  155lb
Eyes:    Pale blue
Hair:    Dirty blonde
Skin:    Tanned

Guard dog:
Name:           Rogue
Tricks:         attack;
                come;
                defend;
                down;
                guide;
                track.
Appearance: Physically beautiful, and clearly demonstrating his Suloise ancestry, Elyan bears an impressive selection of scars, especially for one of his tender years. Ranging from the half-inch long nick on his right cheekbone – the legacy of a flying stone which Jerrynt forgot to tell him to duck – to the fearsome gash in his left side which was inflicted by his fencing master’s tulwar when the thirteen year old Elyan decided to launch a flying attack without knowing where his opponent’s blade actually was – a mistake he never repeated – they give him a roguish air which he is happy to capitalize on.

Elyan wears his dirty blonde hair cut short, and one of his first destinations whenever he reaches a new town is the barber’s shop, where the practitioner is instructed to cut it “not more than a thumb’s breadth from the scalp”.

Elyan does not value his beauty, save as an occasional asset to be exploited in the pursuit of his most recent goal, be it work, a woman, information or a good price on a meal and a bed.

He dresses conservatively, reasoning that, as colours and styles are a closed book to him, he may as well save his gold, and his viewers’ sanity.

He bathes regularly – some would say obsessively. Perhaps it is true, the old saw that loss of one sense sharpens another. He indeed has an acute sense of smell, and mayhap he prefers to smell himself sweet rather than rank. If asked, though, he’s just as likely to say that his opponents can already see him coming – why should they be able to smell him, too?

Background: Elyan Kolodah is the second son of the popular Greyhawk operatic duo, Jortil and Saranta Kolodah. Blind from birth, Elyan has never been one to let a little thing like lack of sight get in the way of achieving greatness. He is adamant that he can do anything his older brother Jerrynt can, and takes every opportunity available to prove it.

Jerrynt, for his part, never ceases to goad his younger brother to greater and greater attempts to prove himself - a fruitless goal in Jerrynt's eyes, since it's obvious that someone who's blind can never be anything but a cripple.

Their parents have long since learned to let Elyan fight his own fights (most of them with his brother). While they would dearly love to see him settled in a career on stage at the Grand Theatre, or else in a chamber ensemble allied with one of the wealthier guilds of Greyhawk, they know that it is important for him to find his own path in life.

Even though he knows in his heart of hearts that Jerrynt will never think differently, Elyan refuses to give in to his brother's scorn. This independence has led him to the life of an adventurer bard, travelling the roads of the Flanaess, seeking fame and fortune. A fine singer and a promising oboist, Elyan compromises while on the road by carrying a small, wooden recorder, which can better survive the rigours of the adventurer's life.

At times Elyan travels in the company of other performers. Often, though, he journeys alone, following the promptings of his whimsy, and the directions of his 'familiar', Rogue.

Rogue is not a familiar at all, but rather a well-trained guard dog. Rogue knows a variety of tricks - attack, come, defend, down, guide and track. Most of these are well-known by animal trainers. The "guide" trick, however, is one that Elyan himself has developed. When given the command to guide, Rogue moves to stand at Elyan's left side and, by subtle pressure on Elyan's leg and quiet vocalizations (growls and whines), guides him along a safe path.

Many is the time that Elyan and Rogue have entered an inn and walked confidently to the bar, or the stage, without anyone there realizing that the bard was blind.
 
Last edited:

hafrogman

Adventurer
Karl Rikken

Character:

[sblock]
Code:
[B]Name:[/B]       Karl Rikken
[B]Class:[/B]      Rogue
[B]Race:[/B]       Half-Orc
[B]Size:[/B]       Medium (7'0", 190 lb)
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Nuetral Good
[B]Diety:[/B]      Fharlanghn

[B]Str:[/B] 18 +4 (10p.)     [B]Level:[/B]    3     [B]XP:[/B] 3348
[B]Dex:[/B] 12 +1  (4p.)     [B]BAB:[/B]     +2     [B]HP:[/B] 18 (3d6+6)
[B]Con:[/B] 14 +2  (6p.)     [B]Grapple:[/B] +6
[B]Int:[/B] 12 +1  (6p.)     [B]Speed:[/B]   30'    [COLOR=Red]Current HP: 18[/COLOR]
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B]    +5
[B]Cha:[/B]  8 -1  (2p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 14              10     +3     +0     +1   +0    --
[B]Touch:[/B] 11
[B]Flat:[/B]  13

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

[B]Weapon                Attack  Damage  Critical[/B]
Shortsword             +7     1d6+4    19-20
Dart                   +3     1d4+4       20     (20' range increment)


[B]Languages:[/B]
Common
Orc
Giant     

[B]Abilities:[/B]
Sneak Attack +2d6
Trapfinding
Evasion
Trapsense +1
Darkvision 60'
Orc Blood

[B]Feats:[/B]
Stealthy [1st]
Iron Will [Bonus 1st]
Weapon Focus: Shortsword [Bonus 2nd]
Improved Unarmed Strike [3rd]
Improved Initiative [Bonus 3rd]

[B]Skill Points:[/B] 54    [B]Max Ranks:[/B] 6/3

[B]Skills:               Ranks  Mod  Misc[/B]
Balance +2            0     +1   +2,-1
Climb  +7              4     +4   -1
Disable Device  +9     6     +1   +2
Hide  +8               6     +1   +2,-1
Jump  +11              6     +4   +2,-1
Listen  +5             4     +1
Move Silently  +8      6     +1   +2,-1
Open Lock  +9          6     +1   +2
Search  +7             6     +1 
Spot  +5               4     +1   
Tumble  +8             6     +1   +2,-1

Armor Check Penalty: -1
MW Thieves' Tools: +2
Stealthy +2


[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp     2lb
Belt Pouch                 2gp     1lb
Chain (10')               30gp     2lb
Crowbar                    2gp     5lb
Grappling Hook             4gp     1lb
Rations (4 days)           2gp     4lb
Rope, Silk (50')          10gp     5lb
Waterskin                  1gp     4lb
Whetstone                  2cp     1lb

MW Thieves' Tools        100gp     2lb

Shortsword                10gp     2lb
Darts (10)                 5gp     5lb
Studded Leather Armor     25gp    20lb               
Traveler's Outfit          1gp     5lb (worn)

                  Total  191.02

[B]Total Weight:[/B] 57lb / 100lb light load
[B]Money:[/B] 8 gp 9 sp 8 cp
[/sblock]
Background:[sblock]When Karl was young, his mother would regale him with stories of his father. How he was big, and strong and had used his orcish blood to make himself a great warrior for justice and light. Karl didn't have much use for these stories, but he listened anyways because it was his mother. Karl could never see how being a doughty fighter had ever gotten his father anywhere but dead. He wasn't here after all, and that meant Karl and his mother were alone. And nobody else seemed to think his orcish blood was a proud heritage. Most of the other children in the village used it as a weapon against him instead.

They would mock him, and throw things, and if he tried to fight back then their parents accuse him of being a monster and a bully. His mother tried to help, but their position in the village was tenuous enough. A husbandless woman and her half-breed child weren't overly welcome at the best of times. And so Karl learned that if he couldn't fight back, the next best thing was to not be seen in the first place. If the other children couldn't find him, they couldn't hurt him.

The already withdrawn Karl became even more secretive as he grew older. He mastered the art of sneaking about, of avoiding conflict. He learned to get into places he ought not to get into, not to cause trouble, but simply because nobody ever thought of looking there.

When he wasn't hiding or at home, the only place Karl could openly be found was down at the docksides. The people down there seemed less concerned with how a fellow looked, and more if he had a strong arm and was willing to lend a hand when unloading time came. The barge folk became a sort of adoptive family to Karl, and he learned a lot from them, even if it wasn't so much heroic combat or mystical mastery and more fighting dirty and suchforth.

Eventually, Karl decided to move on from his home town. His mother was better off without him provoking the townfolk, and he needed to get away from them too. The next barge that came through left with Karl on board. He traveled around like that for a few more years, but eventually got restless with that life too. Leaving the river behind he wandered into the small town of Oakhurst. . .[/sblock]

Appearance:[sblock]Karl inherited all of his father's height, and none of his build. He is extremely tall and lanky, especially for a half-orc. Self concious about his height he tends to walk hunched over, with his eyes downcast to avoid eye contact. His hair is a greasy black, and hangs loose around his shoulders. He tends towards wearing a largish cloak with a floppy hat to avoid exposing as much of himself as possible.[/sblock]
 
Last edited:

Grotzkoshter - Half Orc Fighter

Campaign info:
Place - Inside a crumbled buried city.
current hp: 19
Con damage -2 ; current Constitution: 13
[sblock=character sheet]
Grotzkoshter
Male Half-Orc
Fighter 3
True Neutral

Strength 20 (+5)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (0)
Wisdom 10 (0)
Charisma 6 (-2)

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +2 = 1 [base] +1 [dexterity]
Will save: +1 = 1 [base]

Total Hit Points: 32 = 29 (Class) + 3 (Improved Toughness)
Speed: 20 feet
Armor Class: 16 = 10 +5 [Spiked chainmail] +1 [dexterity]

Languages: Common, Orc

Feats: Power Attack, Cleave, Weapon focus (greataxe), Endurance, Diehard.
Combat Reflexes (2 AoO), Improved Toughness (Complete Warrior).
Darkvision (see 60 feet in pitch-dark)

Skills:
Climb (Str) - 8
Hide (Dex) - 1
Intimidate (Cha) - 0
Jump (Str) - 6
Listen (Wis) - 1
Move Silently (Dex) - 1
Search (Int)- 1
Sense Motive (Wis) - 0
Spot (Wis) - 2

Attack (handheld): +8/+10 = 3 [base] +5 [strength] +2 [with greataxe/two handed/W. focus]
Attack (unarmed): +8 = 3 [base] +5 [strength]
Attack (missile): +4 = 3 [base] +1 [dexterity]
Grapple check: +8 = 3 [base] +5 [strength] - 1d6 Dmg with Spiked armor.
[/sblock]
[sblock=Equipment]
Spiked Chainmail
GreatAxe
Spear (Meepo)
Hand axe (Talgren)
Peasant's Outfit
Cold weather Outfit
2 hemp ropes (50 ft. each)
White Dragon's talons
12 pints of oil
11 rations
15 gp, 24 sp
Greataxe [1d20+10, 1d12+5, crit x3, 12 lb, two-handed, slashing]
Spiked Chain mail [1d6, medium; +5 AC; max dex +2; check penalty -5; 50 lb.]
Spear [1d20+8, 1d8+5, Crit x3, range 20ft, two-handed, Piercing]
Handaxe [1d20+8, 1d6+5, Crit x3, Slashing]
[/sblock]
[sblock=Appearance]
Size: Medium , Height: 2.05(meter) , Weight: 130(kg) , Skin: Gray.
Eyes: Light Brown , Hair: Bold , Age:16 years, 7 months
[/sblock]

[sblock=Background]
Grotzkoshter grew in Molag, the former capital of the Horned society,
Now, a horrible place occupied by the vast and powerful armies of Iuz.
His Orcish father was a soldier, from the great battalions of Iuz, which took over this evil and forlorn place many years ago.
His Oeridian mother is one of the many human slaves from the former shield lands, who dragged to this place to worship and serve the Hierarchy before the armies of Iuz ventured into this lands. She was raped and sodomized by the orcs and goblins that arrived, but she survived, just to become a slave again to one of the ruthless human rulers that controlled the area in the name of Iuz.
Grotzkoshter lived with his mother until he was 13, she kept him in secret as much as she could, paying with her own body for those who found out his existence.
Days passed and his mother gathered some coins to buy his freedom, she paid a local Rhennee mercenary to smuggle her son across the Nyr-Dyv to where freedom is.
Grotzkoshter lived on the Rhennee's barges for 3 years, traveling with them along the coasts of the great lake, he learned the art of war and served as a guard.
Now he is 16yo, he left his new family and began his own life, traveling in the streets of the slum quarter in the free city of Greyhawk he seeks his future - to earn enough money and buy his mother's freedom.
Grotzkoshter traveled in the free city's domain for several months, now he just arrived to the small town of Oakhurst

[/sblock]
 
Last edited:

Finley DaDum

First Post
Kiaphas Liadon Elven Cleric of Corellon Larethian

CHARACTER
[sblock]
Male Elf
Cleric
Chaotic Good
129 years
4'9" 100LB
Corellon Larethian

Ability Scores
STR-14 (+2)
DEX-16 (+3)
CON-12 (+1)
INT-14 (+2)
WIS-14 (+2)
CHR-10 (+0)

Combat:
AC: 17 (+3 Dex, +3 Armor, +1 Buckler)
Initiative: +3
Speed: Light Enc:30' Med Enc:20'
MAX HP: (9)
Current HP: 7
Saving Throws
Fort: +3 (Base +2, Con +1)
Ref: +3 (Base +0, Dex +3)
Will: +4 (Base +2, Wis +2)

Attack:
Longsword +3 Melee (1d8+2/19-20)
Longbow +3 Ranged (1d8/x3) Point Blank Shot +1 to hit/dam <30'

Feats:
Point Blank Shot, *Weapon Focus:Longsword

Skills:
Concentration +5 (+4 Ranks, +1 Con)
Diplomacy +4 (+4 Ranks, 0 Chr)
Heal +6 (+4 Ranks, +2 Wis)
Knowledge Religion +6 (+4 Ranks, +2 Int)
Listen +4 (+2 Wis, +2 Racial)
Search +4 (+2 Int, +2 Racial)
Spot +4 (+2 Wis, +2 Racial)
All other skills at Ability Modifier
Armor Check Penalty: -2
Languages: Common, Elven, Goblin, Sylvan

Possessions/Wealth:
Weapons/Armor: Studded Leather, Buckler, Longsword, Longbow, Arrows (40) -Wgt:38Lbs
Backpack, Bedroll, Iron Pot, Rations (3 days), Waterskins (3), Silk Rope (50') -Wgt:37Lbs
Beltpouch, Caltrops, Scroll Case, Flint & Steel, Alchemist's Fire (1), Sunrod (2) -Wgt:7Lbs
Traveller's Outfit, Holy Symbol (wood), SP-9 GP-14

Spells:
Domains: Good (+1 CL on good spells), War (*Bonus Feat:Weapon Focus-Longsword)
Save DC: 12 + Spell Level
Spells per Day: Zero-3, First-2+1
Zero-Detect Magic, Guidance, Resistance
First-*Protection from Evil, Command, Obscuring Mist
[/sblock]

BACKGROUND
[sblock]Kiaphas grew up following along with his parents, Valishan and Kirian, rangers who travelled the Welkwood and Suss forests seeking out humanoid encampments. They disagreed vehemently with the Queen when she withdrew Celene from the conflicts that raged during the Greyhawk wars. They like many other elves followed Melf's lead and have been doing what they can to blunt the attacks of the humanoids of the Pomarj. During peaceful times they have made a home not from Oakhurst, often leaving young Kiaphas in the care of the village healer when they would undertake missions.

Kiaphas enjoyed his time in Oakhurst, but felt somewhat out of place with so few of his kin. He eventually pressed his parents to let him return to Celene, to be among his own race and learn all he could. Finally they relented and he was allowed to stay with his aunt in Enstad. Back in Celene he found the peace and stability welcoming. As the years passed though he found life in the elven haven becomming cloying and constrained. He was appalled at the attitude of most of the elves concerning other races, they seemed disconnected from the world at large. Within the church he started to argue furiously with the other acolytes over the role of the elves and the church. Finally, Kiaphas came to realize he agreed with his parents and could not remain in the gilded cage that Celene had become. He left Enstad travelling home to Oakhurst to see his parents before finding out what fate had in store for him. Upon arrival at his parent's small cottage he found it deserted, this was not uncommon and Kiaphas headed into Oakhurst itself hoping to find out if anyone knows where they have gone.
[/sblock]

DESCRIPTION
[sblock]Kiaphas is short even for an Elf at 4'9", his small frame belies his strength and quickness. His eyes are grey with flecks of blue, his hair is fair bordering on silver, his complexion almost ashen. Some find his cockeyed stare offputting but his practiced manner is friendly and puts most at ease with time. Kiaphas wears well worn studded leather, treaveller's cloths, a grey cloak, and tall dark boots. He wears his holy symbol on a simple cord usually tucked inside his tunic. Otherwise he goes largely unadorned a habit he picked up from his parents. His weapons are simple but well cared for. His buckler is embossed with Corellon's silvery moon over darker iron. He has tghe habit of picking up twigs, grass, and leaves and forming effigies of woodland creatures.

As for demeanor, Kiaphas is intense and abrupt but friendly. At times others might see signs that he considers elves to be superior, but he still seeks out other races and tries very hard to interract with them. He's seen the depredations of the orcs and goblinoids of the Pomarj first hand, these experiences will color his interactions with most humanoids. Kiaphas sees individual freedom to be a divine right and believes it his calling to protect that right.
[/sblock]
 
Last edited:

zilonox

First Post
Korgrave the Serpent

[sblock=Character Sheet]
Code:
Korgrave the Serpent
Male Half-Orc 
Druid 1
True Neutral
XP: 315

Age   : 19
Height: 5' 3"
Weight: 165 lbs
Diety :Obad-Hai

Str 14 (+2) 
Dex 14 (+2) 
Con 12 (+1) 
Int  8 (-1) 
Wis 16 (+3) 
Cha 12 (+1) 

AC    : 15 / 13 FF / 12 Touch = 10 + 2 [dex] + 2 [armor] + 1 [shield]
Init  : +2 = +2 [dex]  
Speed : 30 feet

Max HP: 8
Cur HP: 8

Fort: +3 = 2 [base] + 1 [con]  
Refl: +4 = 0 [base] + 2 [dex]  + 2 [feat]
Will: +5 = 2 [base] + 3 [wis]

Sickle [+2 melee, 1d6+2, crit x2, 2 lb, light, slashing]
Sling  [+2 ranged, 1d4+2, crit x2, 50 ft, 0 lb, ranged, bludgeoning]
Dagger [+2 melee or ranged, 1d4+2, crit 19-20/x2, 10 ft, 1 lb, ranged/light, piercing]

Feats: Lightning Reflexes

Darkvision (see 60 feet in pitch-dark)

[u]Skills[/u]
   Handle Animal      +4 [3 ranks + 1 cha]
   Knowledge (Nature) +4 [3 ranks - 1 int + 2 class]
   Survival           +8 [3 ranks + 3 wis + 2 class]
   Swim               +4 [3 ranks + 2 str - 1 ACP]

Languages: Common, Orc, Druidic

[u]Korgrave's Equipment[/u] (54 lbs)
   Leather Armor        (10 gp)
   Shield, Light Wooden ( 3 gp)
   Sickle               ( 6 gp)
   Sling                ( 0 gp)
   Dagger               ( 2 gp)
   30 Sling Bullets     ( 3 sp)
   Backpack             ( 2 gp)
   Bedroll              ( 1 sp)
   Signal Whistle       ( 8 sp)
   Waterskin            ( 1 gp)
   Flint and Steel      ( 1 gp)
   Fish Hook            ( 1 sp)
   Spade                ( 2 gp)
41 gp, 7 sp

[u]Spells Known[/u]
   All 1st level Druid spells.

[u]Spells Prepared[/u] 3/1+1/0/0/0/0/0/0/0/0
   0th Level: Purify Food and Drink, Guidance, Cure Minor Wounds
   1st Level: Entangle, Obscuring Mist
[/sblock]

[sblock=Description]Korgrave stands a paltry 5'3" (short by half-orc standards) and weighs in at 165 lbs. Not quite the lithe figure he fancies himself as having, but not overtly obese either. He wears leather armor and a Light, wooden shield and carries an assortment of light weapons. He purposefully travels light so that he can quickly move throughout the marsh. He uses his dagger or sickle to keep his head shaved to emulate the look of a snake. Unfortunately, he can't really see the top of his head and as such it is often nicked and shows traces of dried blood and old shaving scars.[/sblock]

[sblock=Background]Korgrave was abandoned by his family and raised by snakes in the marshlands outside of Oakhurst.

At least, that's what he would like for people to believe. The truth of the matter is that he was the product of a union between his carnival traveling, snake wrestling and ethically challenged orc mother and a hapless human man who was looking for a bit of adventure for a night. He has traveled quite extensively with the carnival, but showed no aptitude for entertaining or showmanship, which greatly discouraged his mother. As such, she treated him more as another patron than as her son; afterall, if you were not making money for the carnival, then you were not part of the carnival. He often spent his time near the animal cages to escape her scorn and was specifically charged with taking care of the "wild and dangerous" snakes that his mother used in her show.

As he grew, he began to show great sympathy for the caged beasts. They were tended to and taken care of as it was expensive to replace one that might die from mishandling, but Korgrave could "see" the longing in thier eyes to be free of the often cramped cages they were kept in. Then, one day, he snapped.

His mother had been out drinking one night and when she stumbled in the wagon in the morning started the same old, tired argument about how he was a liability rather than the asset one of her proud bloodline should be. Only this time, she stepped over a line that had never been crossed before; she slapped him when he expressed his feelings about the age old concern of hers. The act stunned him, but she didn't even seem to notice. Instead of apologizing, she swallowed the last of the bottle and flopped onto her bed just before passing out. Standing there in the cramped quarters, his cheek burning and ego inflamed, a plan hatched in his head as the sun began peeking above the horizon.

Quickly packing a few meager belongings (plus a bit "borrowed" from his mother's things), he slipped out into the early, grey dawn and set things in motion. He guessed his mother had been up with the carnie-master and figured he would be just as sloshed as she was, and he was right. He stole into his wagon and slipped away with his master key ring, then set about unlocking and opening all the animal cages as quickly as he could. He dropped the keyring and ran off in the unsuing chaos, leaving his old life behind and beginning a new one.

He quickly found, though, that a half-orc is not a welcome personage in most villages, so he instead learned to live off the land. He found the marshland near [same city as above] to be uninhabited and settled there; out of reach of most passers-by, but close enough to town should he need anything the land could not provide. It was there he found and raised a newly hatched viper whose mother and siblings had been killed by a predetor. Korgrave could only assume it had filled it's belly before feasting upon the last egg and wondered off, or was possibly scared off by Korgrave's approach. Either way, he took the viper under his wing and raised him as a companion rather than a pet. The last few years in the marsh has given him opportunity to watch the viper in action and he has decided he would like to emulate his friend. As such, he has started trying to alter his appearance to seem more snake-like and has even altered his nomiker to evoke the essence of things serpentine, in addition to speaking with a fake hiss (most of the time).[/sblock]

[sblock=Nimhe: Animal Companion]Size/Type: Medium Animal
Hit Dice: 2d8 (9 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple: +1/+0
Attack: Bite +4 melee (1d4-1 plus poison)
Full Attack: Bite +4 melee (1d4-1 plus poison)

Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent

Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Improved Initiative, Weapon Finesse

Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Tricks Known: Attack, Come, Track

Campanion Abilities: Bonus Trick (Fetch), Link, Share Spells[/sblock]
 
Last edited:

G

Guest 11456

Guest
Kaeleen : Female Elf Cleric of Corellon Larethian 3

[sblock]Name: Kaeleen
Gender/Race: Female Elf
Class: Cleric 3
Alignment: Chaotic Good
Age: 125
Height/Weight: 4’-7” 85#
Deity: Corellon Larethian

Str 12 (+1)
Dex 18 (+4)
Con 10 (+0)
Int 8 (-1)
Wis 16 (+3)
Cha 12 (+1)

AC: 19
Touch: 14
Flatfooted: 15
Initiative: +4
Speed: 20 ft
Max. Hit Points: 19
Current Hit Points: 19

Saves:
Fortitude +3
Reflex +5
Will +6

Weapon:
Longsword +4 melee 1d8+1 dmg 19-20 x2 S
Morningstar +3 melee 1d8+1 dmg x2 BP
Shortbow +6(+7) ranged 1d6+1(2) dmg x3 70ft P

Feat: Point Blank Shot, Precise Shot, Blind-Fight, Rapid Shot, Power Attack

Skills
Heal +9 (6 ranks, +3 Wis)
Listen +5 (0 ranks, +3 Wis, +2 race)
Search +1 (0 ranks, -1 Int, +2 race)
Spot +5 (0 ranks, +3 Wis, +2 race)

Languages Known: Common, Elven

Possessions & Current Wealth
Traveler’s Outfit (worn)
Hide Armor (25#, worn)
Wooden Holy Symbol (0#, worn)
Torch (1#, carried)
Backpack (2#, back)
-Rapier (2#, pack)
-Dagger (1#, pack)
-3 Days of Rations (3#, pack)
-Bullseye Lantern (3#, pack)
-2 Pints of Oil (2#, pack)
-Torch (1#, pack)
-Journal (3#, pack)
Composite Shortbow (2#, shoulder)
Longsword (4#, belt)
Morningstar (6#, belt)
Heavy Wooden Shield (10#, carried)
40 Arrows (6#, shoulder)
--------------------
Total (71#)

Domains: Protection & War
Spells: 4|3+1|2+1
0: Cure Minor Wounds, Detect Magic, Detect Poison, Light
1: Bless, Cure Light Wounds, Summon Monster I, Sanctuary*
2: Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon*

History: My name is Kaeleen. I serve the great elf father, Corellon Larethian. I have trouble remembering much of my past due to a blow to the head. I remember traveling with my twin sister Gaeleen and our escort Caleb. I think we were on a mission of mercy. But when we were camped for the night we were attacked by goblins and I suffered a blow to the head. I have not seen my sister or Caleb since. These vile creatures have forced me to purify the food they eat and to create a clean source of water for them. As I pray to Corellon Larethian for my daily spells, I also pray for saviors to release me from this prison.

Your cure spell seems to have helped my memory some how. I remember now. We were transporting a phylactery of faithfulness as a loan to another clericy in the free city of Greyhawk. When we were encamped alongside the road a day's journey north of Oakhurst, we were attacked by a band of goblins lead by a very strange male human in hide. He seemed to be a believer of some primitive divine shaman spirit. He seemed to be in command of the goblins and they did his bidding. Before being knocked unconscious I saw the man and can well enough remember his appearance and nature. He carried a silver sickle and used a smooth green stick about six inches long to command the reeds and rushes alongside the byway to entangle and ensnare us. He had a giant tree frog as his companion. Something about the entire encounter must have displeased Corellon greatly, for when I woke, I found myself unable to cast anything by purify food and drink, and create water.[/sblock]
 
Last edited by a moderator:


Harr

First Post
Starre Kasim

Female Human Sorceress
Chaotic Good / No particular deity
Level 1 - XP 0

[sblock=Character S.]
Code:
17 years old
5'1", 90 lbs
Medium sized

Str  12 +1   (4pt)
Dex  14 +2   (6pt)
Con  12 +1   (4pt)
Int  11 +0   (3pt)
Wis  10 +0   (2pt)
Cha  17 +3  (13pt)

AC    : 12 / 10 FF / 12 Touch (10 base, +2 dex, +0 armor)
Init  : +6 (+2 dex, +4 feat)
Speed : 30'

HP Max: 5 (4 base, +1 con)
HP Cur: 5

Fort: +1  ( 0 base, +1 con)
Refl: +2  ( 0 base, +2 dex)
Will: +2  (+2 base, +0 wis)


Base Attack: +0

Sickle +1  melee, 1d6+1 dmg, x2 crit (light, slashing)
Sling  +2 ranged, 1d4+1 dmg, x2 crit, range 50' (ranged, bludgeoning)


Race/Class Abilities:

  +1 feat at creation
  +4 skill pt at creation / +1 per level

Feats:

  Spell Focus: Enchantment (+1 to enchantment DCs)
  Improved Initiative (+4 to init) (race)

Skills: 12 (2x4 base, +4 race)

  Concentration : +5 (4 rank, +1 con)
  Hide          : +4 (2 rank cross-class, +2 dex)
  Tumble        : +4 (2 rank cross-class, +2 dex)
  
Languages Known: Common


Known Spells:

  Level 0 (4 spells):
    Acid Splash (range 25', dam 1d3, no save, Conjuration) 
    Daze (range 25', affects 1 creature of < 4HD, Will save, Enchantment)
    Detect Magic (range 60', Divination)
    Read Magic (Divination)
  
  Level 1 (2 spells):
    Magic Missile (range 100', 1 missile, 1d4+1 dam, no save, Evocation)
    Sleep (range 100', affects 4HD of creatures, Will save, Enchantment)
  
Spells per Day:

  Level 0: 5 (5 base)
  Level 1: 4 (3 base, +1 cha)

  
Possessions & Current Wealth

  Loaded at: 44lb

  Traveler's outfit   (free,  6lb)
  Sickle              ( 6gp,  2lb)
  Sling               ( 0gp,  0lb)
  20 sling bullets    ( 2sp, 10lb)
  Spell Comp. Pouch   ( 5gp,  2lb)
  Scroll Case         ( 1gp, .5lb)
  Backpack            ( 2gp,  2lb)
  Bedroll             ( 1sp,  5lb)
  Rations 5 days      (25sp,  5lb)
  Waterskin           ( 1gp,  4lb)
  Mirror, small steel (10gp, .5lb)
  5 sunrods           (10gp,  5lb)
                     --------------
                      37.9gp, 42lb
					  
  82 gp 1sp (120gp starting)
[/sblock]
[sblock=Appearance]
Starre is a short, spunky slip of a girl, full of fire and curiosity. Her face is
all happy blue eyes and freckles and black hair and a grin full of mischief. Her
sizable (but mostly empty) spell pouch hangs around her waist, holding together
some loose-fitting blue traveller's robes and open sandals.
[/sblock]
[sblock=Background]
She grew up moving from place to place with her father, who was a travelling magician
and entertainer. He was no real mage though, and his tricks consisted mostly of
illusions set up with clever backstage tricks and mechanisms. When Starre was old
enough, she started to assist her father and take part in his tricks, often pretending
to be 'disappeared' and 'teleported' to the audience, but in reality just climbing
through trapdoors and rolling around under the floor.

Sadly, when her magic started to manifest it caused severe problems for her 'magician'
father, who had no idea how to harness it or use it to his advantage in shows. Their
tricks would spontaneously catch on fire or explode, or the entire audience would become
dazzled or hysterical without any control.

As Starre's magic got stronger the accidents got worse, and eventually her father started
getting a very bad reputation and being turned away at city gates. Starre realized she
would be the ruin of everything her father had built, so in a tearful decision she left the
show and set out on her own, to test herself and learn to control her outbursts before she
can go back.
[/sblock]
 

Remove ads

Top