doghead's pbp thread

doghead

thotd
Inactive Character

Tsu'koka, Hobgoblin Song Speaker of the Sabaku Sept in Uriel's Remnants of the Horde, a World of Warcraft game.
* ooc 1 [dnd] Remnants of the Horde: Back to Myrach
* ooc 2 [dnd] Remnants of the Horde: Mount Zuregath
* ic 1 [dnd] Remnants of the Horde: Back to Myrach
* ic 2 [dnd] Remnants of the Horde: Storming the Walls
* ic 3 [dnd] Remnants of the Horde: Mount Zuregath
Note: Tsu'koka is a Hobgoblin male Song Speaker (bard) 10. He entered this game near the end of the first ic thread. His was supposed to be *the healer*, but hell, Bards got healing spells. And he bought a bunch of wands. Unfortunately he hasn't had much need for them of late.

13 Nov 05: I really didn't want to give this game up. But it has been way to long to really hold out any hope that it will return.

____________________​

Tsukoka, male Hobgoblin Bard 10[sblock]Tsukoka, Song Speaker of the Sabaku Sept
Male Hobgoblin Bard 10
Medium Humanoid (Goblinoid)

Height: 6'1"
Weight: 210 lb.
Eyes: Black
Hair: Grey
Skin: Burnt Orange.
Homeland: Lost.
Patron Deity: Unknown.

Hit dice: 10d6+20 (hp: 62)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
Armor Class: 26 (+10 Armour, +1 Shield, +2 Deflection, +3 Dex)
* Touch: 16
* Flat-footed 23.
Base Attack: +7/+2
Attack:
* melee +2 Gladius (+11/+7, 1d6+4, 15-20x2)
* range +1 Short Comp (+2 Str) Bow (+11, 1d6+3, x3, 70 ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: DarkVision 60 ft., Bardic Knowledge, Bardic Music.
Saves: Fortitude: +8, Reflex +11, Will +9
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 16
Skills:
* Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
* Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.

Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Spells per Day
3 x 0th, 3 x 1st, 3 x 2nd, 2 x 3rd, 0 x 4th.

Equipment:
* Worn/Carried: two +2 Keen Gladius, +1 Unholy Mace, +1 Short Comp (+2 Str) Bow, Efficient Quiver, two big daggars, +3 Mithril Chainshirt, + 3 Braces of Armour, +2 Ring of Protection, Darkwood Buckler, W: CMW (50 charges), W: CLW (20 charges), dark heavy cotton loose pants, loose jacket, +1 Cloak of Resistance, Battered Leather Bag, Scrollcase.
* In the Efficient Quiver: [60 small] 50 Arrows, 3 SmokeSticks; [18 medium] 8 Javlins, 4 ShortSpears; [6 large] 3 LongSpears, Short Comp Bow, Longsword)
* In the Small Bag: Fig of Wondrous Power (serpentine owl), 2x Feather Token (swan boat), two P: Bull's Strength, two P: CLW (1d8+1), P: Unknown (4 doses), Daggar (Unknown Enchantment), Smokestick, two Thunderstones, the usual crap that soldiers carry around (200gp's worth)
* In the Scroll Case: three S: Identify, two S: Unseen Servant.

Wealth
341gp, 2 x black pearl (@500gpv), 2 x pearl (@100gpv)

Mount: Blood (Dire wolf) + Military Saddle and bags.

-- CHARACTER NOTES --

Song Speakers

Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.

Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.

Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.

Background

Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.

And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.

As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.

He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.

He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!

Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. The Song Speaker of the Sabaku Sept. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.

A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest. The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!

Tsu'koka drags his great mount to a halt. He's panting as much as the wolf. And shaking. Shaken even. What is happening to me? Is it fear? I know fear. Only the stupid do not know it. And the walking dead. I am not afraid. IT WAS NOT FEAR! Tsu'koka snarls and shakes his head. "I will not die here. I will not die now."

---- Heat washes over him in waves. Heat so fierce that it dries the breath in your throat. And then cold. That so fierce as to freeze the very same air as you struggles to breath it. The land stretches around him, broken and scarred. Blasted by sun and broken by ice. Terrible. Harsh. Beautiful. A terrible beauty that burns the weakness from all who live there ---

Tsu'koka knows that land, though he has never lived there. Once, his teacher took him there in his dreams. But he wasn't dreaming. It was real and he knew it as if he had been born there. He had been born to live there. His clan had been born to live there. Till they had been driven out.

Tsu'koka knows now. He looks around regaining his grip on his surroundings. His breathing is deep and steady.

"I will not die. I will not die til I have gathered the remnants of the Blasted Land Tribes and brought them back to the Land that Burns."

Dire Wolf

Large Animal; Hit Dice: 9d8+45 (95 hp); Initiative: +4; Speed: 50 ft. (10 squares); Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft.; Special Attacks: Trip; Special Qualities: Low-light vision, scent; Saves: Fort +10, Ref +79 Will +7; Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8; Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4*; Feats: Alertness, Run, TrackB, Weapon Focus (bite); Alignment: Neutral

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]
 
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doghead

thotd
Inactive Character

Marcus Romeri of the Roma in Manzanita's Crossed Paths, a D&D game.
* ic 2 [dnd] Crossed Paths Part II
* ic 3 [dnd] Crossed Paths Part III
* ic 4 [dnd] Crossed Paths Part IV
* ooc [dnd] Crossed Paths
Note: Marcus is Human male Gypsy (rogue 3 fighter 2) from the Iberian penisular. With a touch of northern barbarian. Marcus joined the game about half way through the first ic thread. Three of the founding characters remain - Brioc, Octar and Ehldannis. This is an outstanding game.

Was. Unfortunately it was wrapped up before it was concluded. I still think we should have gone out in a full assault of the hobgoblin kingdom. Or was it a minatour kingdom.

________________​

Marcus Romeri, male human Rogue 3 Fighter 2
[sblock]Marcus Romeri
Male Human Rogue 3 Fighter 2
Experience: 14,131

Hit dice: 3d6 + 2d10 + 5 (hp: 40)
Initiative: +4 .......[+4 Dex]
Speed: 30 ft. ........[base 30, light load <38lb.]
Armor Class: 18 ......[+4 Armour, +4 Dex]
* Touch 14, Flat Footed 14.
Base Attack/Grapple: +4/+4
Attack melee: +4/+8 ..[+4 bab, +0 str or +4 dex.]
Attack range: +8 .....[+4 bab, +4 dex]
* melee +9 mw shortsword (1d6, 19-20x2)
* melee +9 mw daggar (1d4, 19-20x2)
* melee +8 daggar (1d4, 19-20x2)
* range +8 daggar (1d4, 19-20x2, 10 ft.)
* range +8 shortbow (1d6, 20x3, 60ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +2d6.
Special Qualities: Evasion, Trapfinding, Trapsense +1.
Saves: Fort +5 [b4], Ref +7 [b3], Will +4 [b1]
Abilities: Str 11(10) Dex 18 Con 12 Int 14 Wis 16 Cha 13.
Skills:
* Appraise +5 ........[3 ranks, +2 int]
* Bluff +9 ...........[6 ranks, +1 cha]
* Climb +6 ...........[6 ranks, +0 str, -0 acp]
* Disable Device +9 ..[3 ranks, +4 dex, +2 feat]
* Escape Artist +10 ..[6 ranks, +4 dex]
* Hide +10 ...........[6 ranks, +4 dex, -0 acp]
* Jump +8 ............[8 ranks, +0 str, +2 syn, -0 acp]
* Listen +6 ..........[3 ranks, +3 wis]
* Move Silently +10 ..[6 ranks, +4 dex, -0 acp]
* Open Lock +9 .......[3 ranks, +4 dex, +2 feat]
* Perform (dance) +4 .[3 ranks, +1 cha]
* Ride +6 ............[2 ranks, +4 dex]
* Search +8 ..........[6 ranks, +2 int]
* Sense Motive +11 ...[6 ranks, +3 wis, +2 syn]
* Spot +6 ............[3 ranks, +3 wis]
* Tumble +12 .........[6 ranks, +4 dex, +2 syn, -0 acp]
Feats: Combat Reflexes, Dodge, Mobility, Nimble Fingers, Weapon Finess.
Languages: Latin, Germanic, Berber.
Equipment:
Carried/Worn
* mw Shortsword ........ 003 lb. (on belt, right)
* mw Daggar ............ 001 lb. (on belt, left)
* Daggar x4 ............ 004 lb. (various)
* Shortbow ............ 002 lb. (on back)
* Quiver + Arrows x20 .. 003 lb. (on back)
* Mithril Chainshirt ... 012 lb.
* Cold Weather outfit .. --- lb.
* Coin 5 pp & 20 gp .... --- lb. (hidden on person)
* Thieves' tools ....... 001 lb. (hidden on person)
* Bullseye lantern ..... 003 lb. (in hand)

Pouch, belt ............ 001 lb.
* 10 gp, 16 sp ......... --- lb.
* Flint and steel ...... --- lb.
* 2 flasks of oil ...... 002 lb.

Bag .................... 004 lb.
* Blanket, winter ...... 003 lb.
* Rations 3 days ....... 003 lb.

Total Weight ........... 038 lb.

*150 gp (with family).

Appearance

Height: 5'9"
Weight: 156 lb.
Hair: Dark curly, worn long, braided and tied behind.
Eyes: Dark
Age: 19

Marcus is a slender handsome man, with dark good looks. He has the classic nose and dark curly hair of the romans, but the hair is worn long in the style of the southern Gauls.

Personality
Marcus is mercurial. Quick to laugh. Quick to take offence. Quick to reconcile and forgive. His grandfather has tried to impress upon the young man the need for consistancy and calm when making dealing with people, and Marcus has tried hard to master those qualities. But while asute enough, Marcus still has a ways to go. Yet even so, he is well liked for his generosity and sense of humour and unwillingness to hold a grudge or speak ill of anyone except to their face.

Backstory
Marcus' grandfather is the Grand Father of the Family. When Marcus' father died young, Marcus' grandfather turned his eye to Marcus as the heir to his postion. In the boy, the grandfather saw the qualities needed to lead the clan, even at an early age. Marcus was smart and personable enough, he was conscientious and asute. Marcus usually did well at what he was given and learnt quite quickly. His education was diverse, perhaps too diverse.

But Marcus was not never really sure that he wanted what his grandfather was offering, or at least, felt comfortable with the path his grandfater was laying out. However, at the time he was too young to be able to put it into words. Instead, as soon as he was done with what ever had been set him, he was straight back to horsing around with his peers.

His grandfther realised that Marcus was going to have to find his own path. Then came the message.
[/sblock]
 
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doghead

thotd
Dead Game: Nameless

nameless
Started Feb '04 - a 3.5 gng classless homebrew setting.
Nameless started as a heroic campaign fully of mighty adepts, aristocrats, commoners and experts. After nameless II ground to a halt, I reconfigured the game for Kens Hood's Grim 'n Gritty Revised combat rules (gng) and my own classless character generation system. We rebooted and everyone advanced to level 2.

And finally got to Killingtom. *woof*. And then out of there. *wag*wag*

--- CAST ---

Nate Ay'Tennar Human Male 2 (Raging Blacksmith).
* played by DrZombie
Fredar Donarsson Human Male 2 (Ner-do-well)
* played by Maerdwyn
Fenix, Male Human 2 (snake oil salesman)
* played by kharven
Garival, Male Human 2 (landkarl)
* played by Seonaid

[SBLOCK=X PLAYERS]
Sadolath Male Halfling Adept1 - Disappeared June 04.
Neuro Zombie - retired Mar '04
Archer Pathfinder Male Human Commoner1 - Died June 04.
Greegan - MIA
Lisa Giuerre Female Human Warrior1 - Died June 04.
npc
Oscar De Reign Male Human Aristocrat 1 - Afflicted July '04
Argent Silvermage - MIA July '04.
Hewik Leafwing Male Tallfellow Halfling Commoner1 - Disappeared Jul '04
Velmont - retired July '04
Craddoc Pyes Male Human Commoner1.
Nac Mac Feegle - retired Aug '04
*note* Classless charcater system introduced.
Owen Merrick Human Male 2 (Street Rat) - in Killingtom.
Temujin - AWOL.
Garival Human Male 2 (Landcarl) - in Killingtom.
Seonaid - withdrew due to RL commitments.
Rhys Travaille Human Male 2 (Lady's Handmaiden) - in Killingtom.
Stagger Lee - AWOL.
Cromwell of St. Richard's Male Half Orc Warrior 2 - Arrested Jul '04, Reappeared Nov '04.
Thomas Hobbes - MIA Jul '04, Back Aug '04. Gone Oct '04.
Hadarook Halfling Male 2 (Scout/Outrider).
npc - left May '05
Craddoc Pyes Male Human 2 (Militian).
npc - left May '05[/SBLOCK]
--- LINKS ---
* [rg] dnd - nameless
*
OOC: dnd - nameless
 
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doghead

thotd
Completed Game.

shamutanti hills
Started 11 November 2004 - a psionic gng 3.5 stolen setting. Concluded 22 May 2006.
I'd been thinking about running a psionics game when I found a beat up old copy of the choose your own adventure book Sorcery 1: The Shamutani Hills. And so it was born. The setting of this one is fairly generic fantasy, but I'm looking to give it a slightly more celtic/pagan dark ages feel. It uses, as I think every game I run will do from now on, Ken Hood's Grim 'n Gritty Revised Rules.

--- CAST ---

Bendyn Norath Human Male Fighter 1 Psion 3.
* played by Scotley
Jack, male human Wild man of the forest 4
* played by Hypersmurf
Unnamed Golum, warforged psychic warrior 3
* played by Bloodweaver1
Casparan Atavar, Warrior Priest of Courga, Human Male Soul Knife 4.
* played by Sado, then NPC.

[SBLOCK=x players]
Eric the Bold Human Male Psychic Warrior 3 (dead)
Diirk
Lirithan Human Male Psion 3 (dead)
Eluvan[/SBLOCK]

--- LINKS ---

* [rg] psi/gng Shamutanti Hills
*
OOC: psi/gng Shamutanti Hills
 
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doghead

thotd
Inactive Character

Lucan of Oludan, a male human pit fighter in Silentspace's Storms of Change, a homebrew D&D game.
* [IC] Storms of Change Part 4 [dnd]
* [IC] Storms of Change Part 5 [dnd]
*
OOC: Storms of Change Part 4
OOC:
*
OOC: Storms of Change Part 5
OOC:
* [RG] Storms of Change Part 4
* [RG] Storms of Change Part 5
Note: Game Commenced 2 October 2003. Ghost hack commenced 4 Jan 2005 (IC 4 Page 24)
Lucan is a ghost hacked abandoned shell (human male Monk 3 created by insight). Once a slave, then a pit fighter, he escaped from Goruka and now serves Warden Ricsten, taking the fight back to his old captors.

Lucan was rejigged at level 4, taking a level in cleric. The monk abilities were tied to his faith in Kossuth.

Silentspace's PbP Page has links to all the earlier IC, OOC, RG and Re-Recruiting threads

____________________​

Lucan of Oludan, male human Monk 3 Cleric 1[SBLOCK]Lucan of Oludan.
Human Male Monk 3 /Cleric 1

Alignment: Lawful Neutral
Homeland: Oludan, now part of Goruka
Deity: Kossuth
Experience: 9,001
Abilities: Str 16, Dex 16, Con 10, Int 12, Wis 15, Cha 8.

Hit Dice: 4d8+0 (hp 26) - 4
Initiative: +3 ___________ [+3 dex]
Speed: 40 ft. ____________ [base 40 ft., light load]
Armour Class: 15/16 ______ [+0 armour, +3 dex, +2 wis, +1 dodge]
* Touch: 15 * Flat Footed: 12

Base Grapple: +10 ________ [+3 bab, +3 str, +4 feat]
Base Melee: +6 ___________ [+3 bab, +3 str, +0 size]
Base Ranged: +6 __________ [+3 bab, +3 dex, +0 size]
Damage: +3 _______________ [+3 str, +0 size]
* melee +7 (mw throwing axe, 1d6+3, 20x2, s.)
* melee +7 (mw spiked chain, 2d4+3, 20x2, p.)
* melee +6 (dagger, 1d4+3, 19x2, p/s)
* melee +6 (unarmed, 1d6+3, 20x2, b.)
* range +6 (throwing axe, 1d6+3, 20x2, 10 ft, s)
* range +6 (dagger, 1d4+3, 19x2, 10 ft, p/s)
* range +6 (dart, 1d4+3, 20x2, 20 ft.)

Saves:
* Fortitude +4 ___________ [+4 base, +0 con]
* Reflex +6 ______________ [+3 5/6 base, +3 dex]
* Willpower +6 ___________ [+4 base, +2 wis]

Skills (6*6+4=40)
* Concentration +3 _______ [3 ranks, +0 con]
* Escape Artist +9 _______ [6 ranks, +3 dex]
* Hide +9 ________________ [6 ranks, +3 dex]
* Jump +10 _______________ [5 ranks, +3 str, +2 syn]
* Move Silently +9 _______ [6 ranks, +3 dex]
* P/Prize Fighter +4 _____ [2 ranks, +2 wis]
* Sense Motive +8 ________ [6 ranks, +2 wis]
* Tumble +11 _____________ [6 ranks, +3 dex, +2 syn]

Feats:
* Dodge __________________ [human]
* WP (spiked chain) ______ [L1]
* Improved Unarmed Strike [L1 monk bonus]
* Stunning Fist __________ [L1 monk bonus]
* Combat Reflexes ________ [L2 monk bonus]
* Improved Grapple _______ [L3]

Class and Race Abilities
* AC Bonus (Ex). AC bonus equals Wis bonus.
* Flurry of Blows (Ex): -2/-2 to attacks.
* Evasion (Ex).
* Still Mind (Ex): +2 bonus on saving throws against enchantments.
* Fast Movement (Ex): +10 ft.
* Turn Undead (Su): 2/day

Spells Per Day: 3, 2+1.
0th: Light, Light, Resistance.
1st: Bless, Shield of Faith, Bane (d).
Spells Cast Today: Light,

Languages: Common, Orc.

Equipment:
* Spiked Chain ___________ 010 lbs.
* Throwing axe x2 ________ 004 lbs.
* Dagger x2 ______________ 002 lbs.
* Darts x8 _______________ 004 lbs.
* 1 Potion CLW ___________ n/a
* 2 Potions Mage Armour __ n/a
* 1 Potion Bull's Strength n/a
* 1 Potion Haste _________ n/a
* Forest Camouflage Cloak _n/a
-- (+2 Hide bonus in forests)
* Hooded Lantern _________ 002 lbs.
* Backsack _______________ 002 lbs.
* * Flint and Steel ______ n/a
* * 3 Potion CLW _________ n/a
* * 2 Potion Mage Armour _ n/a
* * 5 days Rations _______ 005 lbs.
* * 3 Flask of Oil _______ 003 lbs.
* * Blanket ______________ 003 lbs.
* * Waterskin ____________ 004 lbs.
* * 2 Sack _______________ n/a

* 34 gold, 21 silver, and 20 copper.

Encumberance: Light (76 lbs.) Medium (153 lbs.) Heavy (230 lbs.)

Light War Horse
* Military saddle and tack
* Bedroll
* Saddle bags

Dogma of Kossuth: Those fit to succeed will do so. Kossuth's faith is innately superior to all other faiths, particularly that of Istishia. Fire and purity are the same. Smoke is produced by air in its jealousy. The reward of successful ambition is power. Reaching a higher state is inevitably accomplished by difficulty and personal pain of some sort. Kossuth sends his pure fire to cleanse us all and temper our souls so that we can achieve a pure state. Expect to be tested, and rise to the challenge, no matter what difficulty and pain it brings. Those above you have proven their worth and deserve your service. Guide others to Kossuth's pure light so that he may reforge all life into its essential form.
** Renewal Domain **
If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to -10 or fewer hit points, you die before this power takes effect.
1st - Charm Person: Makes on person your friend.
** Suffering Domain **
You may use pain touch as a spell-like ability once per day. To deliver a pain touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). If you hit, your touch bestows a -2 penalty to Strength and Dexterity on the target for 1 minute. Creatures that are immune to critical hits are also immune to this effect.
1st - Bane: Enemies take -1 on attack rolls and saves against fear.

APPPEARANCE:
* Height: 5'8"
* Weight: 155 lbs.
* Hair: Black
* Eyes: Brown
* Age: 24.

PERSONALITY: Lucan tends to be on the quiet side. Perhaps a result of his upbringing in the Goruka fighting pits, he prefers to let his actions do the talking. The pit fighters of Goruka, in general, and Lucan in particular, have long been drawn to the simple self determinism of Kossuth. There is a saying among them; "Those that put themselves in the hands of Fate soon find themselves passed on into the hands of the gravedigger."

BACKGROUND: Born in Oludan, a formerly independent kingdom since conquered by Goruka... taken as a slave at age 7, along with his sister Taisa... Master Rogolka made him a house servant, served for 7 years until Rogolka got into the gladiator business... Rogolka trained Lucan in combat and sent him to the arena to fight for money... though Rogolka bet against the boy early on, eventually Lucan became a winner and made the slaver lots of cash... escaped arena pens and made it all the way across the wilds to the outskirts of Shillen. At Carodan Keep he was hired on as a scout for Warden Ricsten.

There are many faiths worshipped in the fighting pits of Goruka, and many schools of fighting. The Way of the Flame is both a school and faith born out of the dogma of Kossuth. Self reliance is common among the pit fighters, but for the followers of Kossuth, it is a central tenent. The practitioners of the way of the Flame seek to free themselves from the need for any weapons, armour or equipment.

One of Lucan's first mentors was a bugbear follower of the Flame. The bugbear saw in Lucan the combination of strength, dexterity and strength of mind needed to succeed as a Flame warrior. The bugbear began Lucan's training, the first of several masters Lucan was to have in his time in the fighting pits of Goruka. Through dedication, skill and luck, Lucan survived those first few years that are often fatal for those following the Way of the Flame. For the skills and disciples of the Way do not come quickly, and followers can easily find themselves outmatched by fighters favouring the more conventional styles of fighting.[/SBLOCK]
 
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doghead

thotd
Inactive Character

'he has no name', warforged psychic warrior in Urko's Q'barra: Into the Emerald Forest, an Eberron game.
* ic Q'Barra: Into the Emerald Forest Part I
* ic Q'Barra: Into the Emerald Forest Part II
* ooc Q'Barra: ItEF I
* ooc Q'Barra: ItEF II
Note: HHNN joined a group of fellow adventurers to put an end to some attacks on a plantation in the wilds of Q'Barre. The group found out the cause of the attacks, but disagreed as how to proceed. After being on the recieving end of some name calling and insult throwing, HHNN decided he would do what he believed was right, and he and the party went separate ways. The game ended shortly after that.

____________________​

'He Has No Name', Warforged Psychic Warrior 4[SBLOCK]'HE HAS NO NAME'
Warforged Psychic Warrior 4
Experience Points: 8,600.
Alignment: Neutral.

Str 14 (+2) ___ [6 pts]
Dex 14 (+2) ___ [6 pts]
Con 14 (+2) ___ [4 pts, +2 racial]
Int 10 (+0) ___ [2 pts]
Wis 13 (+1) ___ [6 pts, -2 racial, L4 increase]
Cha 08 (-1) ___ [2 pts, -2 racial]

Action Points 7 (Used: 1)
HD 4d8+8 (hp 35.8)
Initiative +6 _____ [+2 dex, +4 feat]
Speed 30 __________ [base 30, light armour]
Armour Class 20 ___ [base 10, +5 armour, +3 shield, +2 dex]
- Touch 15 ________ [base 10, +3 shield, +2 dex]
- Flat Footed 15 __ [base 10, +5 armour, +3 shield]
Saves: Fort +6, Ref +3, Will +2

BAB +3, Grapple +5
- longsword +5 melee (1d8+2, 19-20/x2)
- short spear +5 melee (1d6+2, 20x2)
- short spear +5 range (1d6+2, 20x2, 20 ft.)

Skills
+9 Concentration +9 ____ [7 ranks, +2 con]
+7 Craft (blacksmith) __ [7 ranks, +0 int]
+1 Listen ______________ [0 ranks, +1 wis. nb: +4 power*]
+1 Spot ________________ [0 ranks, +1 wis. nb: +4 power*]

Feats
- Mithral Body (+5 AC, +5 max dex, -2 ACP)
- Improved Initiative (+4 Initiative)
- Psionic Meditation (mv action to regain Psionic focus)
- Psionic Weapon (expend focus, +2d6 damage to attack)

Power Points 9 (5+4) (Used: 5)
First Level Powers:
- Metaphysical Weapon (+1 enchantment, 1pp, std, 1min/L)
- Precog Defense (+1 insight to AC/saves, 1 pp, std, 1min/L)
- Claws of the Beast (nat weapon, 1pp, swift, 1hour/L)
Second Level Powers:
- Detect Hostile Intent (3pp, 30' radius, 10min/L)

Warforged Traits
- Living Construct Subtype.
- +2 con, -2 wis, -2 cha.
- Medium size.
- Base land speed 30 feet.
- Composite Plating (Mithral Body).
- Light Fortification.
- Natural Weapon: Slam Attack 1d4.

Psychic Warrior Abilities
- Bonus Feats at 1st, 2nd, 5th, 8th, 11th etc
- Skill Points (2+int)/level

Medium, 6'4" tall, 274 lbs, 7 yrs old.

Background

"You are not like the other warforged, just as I am not like the other people of this continent," said Minharath in the silent voice he prefered. Of all the kalashitar, Minharath was the one with whom the warforged spent the most time with, and whom seemed to have the most interest in the performance of the warforged, and his development.

"We share a link to the Dal Quor, the plane of Dreams, and it gives us powers that the people here have little understanding of."

All in all, Minharath never told 'he has no name' much, but he did mention the Inspired and that they are not only his enemies, but the enemies of all life on Eberron. 'He has no name' got the distinct impression that Minharath was grooming him for something, both by external teachings and more subtle influences. He is certain his former master always intended to tell him more. Indeed, before he was killed in the Mourning, Minharath mentioned a special mission that would follow their trip to Cyre. But 'he has no name' never learned what that mission would have been.

'He has no name' was forged about as decade before the end of the Last War at the request of a kalashitar merchant house in Sharn. For a number of years he served his owners as a guard, soldier, labourer, whatever was needed. It was an easy life, despite the war that raged across the continent, for the owners of 'warforged' (as he was known to his owners) had little interest in the outcome. On occasions, however the war came to them, and warforged fought as he was designed to do.

All that changed on the Day of Mourning. Business had taken the kalashitar to Cyre, and as was often the case, warforged had traveled with them. Nightfall found warforged fleeing the newly created Mournlands east towards Q'barra with a group of refugees.

It was in Q'Barra that he learnt that he was free. Since then, warforged has been towards earning enough to return to Sharn. But he has not decided if he will return to the kalashitar. The kalashitar were not bad masters, but warforged hasn't decided yet whether he wishes to be part of their world or not.

Personality

Warforged has little interest in wondering who he is, or why he is here. He is happy enough with what he knows, that he is a warforged, and he was forged for combat. Free to choose his own path, he has chosen to continue the project of Minharath and see how far he can develop as a Psychic Warrior. Wealth has little appeal for him. Nor does power. He seeks both only as far as he needs either them to be able to do what he needs to do in order to continue to learn.

Appearance:

Warforged stands 6'3" tall, and weights in at about 260 lbs. He is a little more slender than many of his kind, and with his mithral body, a fair bit lighter. He distains clothing, seeing no need for it.

The brightwork of his body is dulled with a dark wax that serves to both prevent it from glinting in the light, and tarnishing. The wax can easily be removed to reveal the brightwok beneath, but recently warforged has taken to leaving it on, prefering the darker tone and given that the wax is inevitably scratched and rubbed off in places, the slightly battered look of the coated metal. Beneath the wax can be see numerous inscribed marks. They suggest ornamental embellishment, or even dragon marks, but are neither. They are psychic tattoos.

Mithral Body
Warforged Repair Kit (internal compartments? 1 lbs, 50 gp)
Tatoos (body)
- L1 Chameleon x2 (100 gp)
- L1 Compression x2 (100 gp)
- L1 Elfsight x2 (100 gp)
- L1 Stomp x2 (100 gp)
- L2 Animal Afinity x2 (600 gp)
- L2 Body Adjustment x2 (600 gp)
- L2 Dimension Swap x2 (600 gp)
- L3 Dimension Slide (750 gp)
- L3 Psionic Levitate (750 gp)
- L6 Body Adjustment (save DC16)
- L6 Dispel Psionics (save DC16)
- L6 Time Hop (save DC16)

Longsword (waist left, 4 lbs, 15 gp)
Leather case (waist right, 1 lbs, 1 gp)
- Flint and Steel (- lbs, 1 gp)
- Noxious smokestick x3 (1.5 lbs, 240 gp)
- Sunrod x5 (10 lbs, 10 gp)
- Travelling Papers (- lbs, 2 sp)
Blacksmith Tools (waist back, 5 lbs, 55 gp)
- inc Crowbar (5 lbs, 2 gp)

+1 Hvy Steel Shield (back, 15 lbs, 1170 gp)
Cold Iron Short Spear (back, 3 lbs, 2 gp)

Coins - 3 gp, 8 sp (pouch)

DOG, WAR (150 gp)
Medium Animal

Hit Dice: 2d8+4 (17 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14.
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains Organization:
Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Combat: If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry).

Skills: Riding dogs have a +4 racial bonus on Jump checks.

Tricks: Attack (DC20), Down (DC20), Heel (DC15), Stay (DC15), Track (DC20), XXX.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
[/SBLOCK]
 
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doghead

thotd
Inactive Character

Jianna, female human Ghost Hunter in Krug's Once upon a time in the Weird West, a d20 Modern fantasy western game.

--- Links ---
[IC] Once Upon a Time in the Weird West.
OOC: Horror Western for Two Players

--- Notes ---
Jianna never really got her third level. Most of the details had been hashed out, it just never got approved. It didn't stop her from getting stuck into 'The Priest', the main character of the story played by Silentspace. I still think the slap to the face was a beautiful touch. I'm still kinda annoyed that Krug just went AWOL on this one.


____________________​

Jianna, female human Charismatic 2 Half Celestial 1[SBLOCK]Jianna
Human female Charismatic 2 / Half Celestial 1.

Str 10 (+0) [2 points]
Dex 13 (+1) [5 points]
Con 12 (+1) [4 points]
Int 13 (+1) [5 points]
Wis 12 (+1) [4 points]
Cha 15 (+2) [8 points]

Initiative +1 .................... [+1 dex]
Action Points 22 ................. [5 + 6]*2

Hit Dice 2d6+2 (hp ??)
Base Attack Bonus +1
* longsword +1 melee (1d8, 19x2, Slashing)
* pistol +2 range (2d6, 20, 40 ft., S, 6 cyl.)
* rifle +2 range (2d10, 20, 90 ft., S, 15 int.)

Defense 12 ....................... [10, +1 dex, +1 class]

Reputation +1
Wealth Bonus +6 .................. [5 + 1]

Saves:
* Fortitude +3 ................... [+2 base, +1 con]
* Reflex +3 ...................... [+2 base, +1 dex]
* Willpower +1 ................... [+0 base, +1 wis]

Skills:
* Bluff +7 ....................... [5 ranks, +2 cha]
* Diplomacy +7 ................... [5 ranks, +2 cha]
* Gather Info +7 ................. [5 ranks, +2 cha]
* Knowledge
* * (Arcane lore) +4 ............. [3 ranks, +1 int]
* * (Streetwise) +4 .............. [3 ranks, +1 int]
* * (Theology and Philosophy) +4 . [3 ranks, +1 int]
* Ride +6 ........................ [5 ranks, +1 dex]
* Survival +6..................... [5 ranks, +1 wis]
* Read/Write (Arcane)

Feats:
* Personal Firearms Prof ......... [Occupation]
* Simple Weapons Prof ............ [Charismatic 1 bonus]
* Dodge .......................... [L1]
* Anarchic Weapons Prof .......... [L1]
* Agile Riposte .................. [Charismatic 2 bonus]

Talents:
* Fast Talk ...................... [Charismatic 1]

Equipment:

* Strausswerks "Swingblade" (longsword, Medium, 4 lbs.)
A straight slender blade with a minimalist hilt and extended pommel for two handed work. The pommel is wrapped in white canvas. Carried slung from a cross-the-shoulder belt.

* M1849 Dragoon Pistol (.44 cal revolver, Medium, 4 lbs.)
A old heavy Cavalry issue weapon in nickeled steel. Carried in a battered Cavalry holster strapped to a broad leather belt around the waist.

* Henry Repeating Rifle (.444 caliber, Large, 7 lbs.)
Worked with Arcane runes, purpose unknown.

Background:

For as long as she can remember, her family has hunted the forces of darkness. Her father, tacturn, tactical, intractable. Her eldest brother, light and lithe. Her uncle, brave and as brutal as the heavy rifle he weilded. From lamp lit east coast metropolises, to the starlit expanses of the wild west they fought. An endless, silent, unseen war raged in the hours from dusk to dawn. Mostly.

Actually, Jianna knew that they were not really her family. She can't really remember when she first knew, the knowledge just kinda grew in her. She can remember a time before "her brother" arrived. And there have been others. There was a woman, cold and severe, but with a beautiful singing voice. And there was Old Bill, who smelled of pipesmoke, and went out one day and never returned.

And they did not hunt the creatures of the darkness. They were hunted. For years her family (for that is how they always refered to each other, and how she still thought of them, even knowing that it wasn't really true) had hidden the truth from her. For years they had protected her. But last night, one by one, Rath's booming rifle, Derricks flickering blade and her father's arcane hexes were overwhelmed, stilled, silenced by the monstrous thing that came out of the darkness that cloaked the small farm.

Perhaps it if had come alone things would have been different. But with it came shuffling, shambling ragged parodies of people that swept out of the darkness and threw themselves mindlessly at the farm and its defenses.

And Jianna. Jianna. In those dark hours before dawn Jianna should have died. Jianna would have died if Jianna was all that she was. In those dark hours Jianna discovered she was something else. Something else emerged, erupted, exaulted. Divine.

In the grey light of dawn, surrounded by the bodies of her family and the shattered farmhouse she struggles to remember. The memories are fractured and fragmentary. Her mind shys from returning there. Whatever she is, or is becoming, it will have to wait until she can give it her attention. For right now she has to bury the bodies of the only family she has ever known, and then get the hell out of here. The sun is approaching its zenith as she hammers in the last cross. Words fail her, so she just stands in silence, tears streaming down her face.

She gathers up what little remains of her family's possessions; her uncle's rifle, her brother's blade, her father's pistol, and his journal (incomprehensible, but holding the key Jianna believes). The last of the water is used to sluice away the sweat and dust.

She is dressed once more in her favoured baggy canvas pants (belted at the waist with her father's Cavalry belt, holster and horse pistol), warm woollen jacket, and poncho (under which, across her chest, is slung her brother's belt and longsword) and battered hat, pulled low. Her long hair is bound in a thick braid that hangs to her waist.

Mounting "the horse", she sets off west - chasing the day or fleeing the approaching night she is not really sure.
[/SBLOCK]
 
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doghead

thotd
INACTIVE CHARACTER

Iannja sa Ishiseiji nan Oriji , female elf Arcane Touched Bloodborn in dave_o's Rivets Eternal: Metal Men and Fleshy Cogs, a homebrew Steampunk D&D3.5 game.

- Links -
Itchin' to run somethin' -- you pick!
Rivets Eternal: Metal Men and Fleshy Cogs (D&D3.5e; Closed!)
Rivets Eternal: Metal Men and Fleshy Cogs
OOC:
OOC:
Rivets Eternal: Metal Men and Fleshy Cogs [ic]
[rg] XXX

- Notes -
Iannja is an anogram of Jianna. I drew Iannja up after it became fairly obvious Jianna wasn't going to get any more play time. Iannja didn't last much longer. Arcane touched is code for sorcerer, Bloodborn is code for Noble. Its just flavour of my own devising.

The Noble was a home-brew class by Bronte. You can find it here. The game also utilised material from Sorcery and Steam by Fantasy Flight Games.

____________________​

Iannja sa Ishiseiji nan Oriji, female elf Noble 1 / Sorcorer 1
[sblock]Iannja sa Ishiseiji nan Oriji, Elf Noble 1 / Sorcorer 1
Medium-sized humanoid (Elf), True Neutral, 117 years old, 5'5", 110 lbs., female, dark eyes, pale skin, pale hair, Arcane Touched Bloodborn.

Str: 10 +0 (02p.)
Dex: 18 +4 (10p.)
Con: 10 +0 (04p.)
Int: 13 +1 (05p.)
Wis: 10 +0 (02p.)
Cha: 13 +1 (05p.)

Hit Points: 10 / 10
Hit Dice: 1d8 + 1d4 +0
Speed: 30 ft.
Initative: +4 (+4 DEX)
AC: 14 (+0 Armor, +0 Shield, +4 DEX, +0 Size, +0 Natural; touch 14, flat-footed 10)
BAB/Grapple: +0/+0

Fort: +0 (+0 Base, +0 CON)
Ref: +6 (+2 Base, +4 DEX)
Will: +4 (+4 Base, +0 WIS)

Attacks:
  • Unarmed +0 melee (1d3, 20x2)
  • Rapier +5 melee (1d6, 18-20x2)
  • Knife +4 melee (1d4, 19-20x2)
  • Knife +4 range (1d4, 19-20x2, 10 ft.)
  • Rifle +4 range (2d8, 20x3, 100 ft.)


Special Attacks:
  • Spells

Special Abilities:
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Influence +1
  • Summon Familier

Skills: (35 points, max ranks 5/2)
  • Bluff +5 (4 ranks, +1 Cha)
  • Diplomacy +5 (+4 ranks, +1 Cha; +1 Influence*)
  • Intimidate +5 (+4 ranks, +1 Cha; +1 Influence*)
  • Knowledge (history) +5 (+4 ranks, +1 Int)
  • Knowledge (arcane) +3 (+2 ranks, +1 Int)
  • Listen +4 (+2 ranks, +0 Wis, +2 racial)
  • Search +3 (+0 ranks, +1 Int, +2 racial)
  • Spot +4 (+2 ranks, +0 Wis, +2 racial)

Feats:
  • Weapon Finess

Languages:
  • Elven
  • Common
  • Orcish

Equipment:
  • mw Kohl 'Saxework' Rapier (2lbs.)
  • Harbin 'Winter' Percussion Cap Rifle (15lbs.)
  • Shot x20, Powder Horn, Apostle x3 (1.5lbs.)
  • Knife x2 (2lbs.)
  • Fine Clothes (100gp, n/a)
  • Fine Signet Ring (20 gp, n/a)
  • Leather Wallet inc. travel documents, Personal letters (n/a)
  • Leather Writing Case inc. ink, pens, wax and paper (20gp, n/a)
  • Silver Cigarette Case (10gp) inc 12 cigarettes (1gp, n/a)
  • Silver Tinder Box (10gp) inc. 10 tindertwigs (10gp, n/a)
Total weight carried -- 21.5 lbs.
Light load -- 34 lbs., medium -- 67 lbs., heavy -- 100 lbs., lift -- 200lbs., push -- 500lbs.

Spells:
Class: (5/3; spell save DC 11 + spell level)
  • 0th- Detect Magic, Flare, Read Magic, Prestidigitation.
  • 1st- Mage Armour, True Strike.

Action Points: 6/6

XP: 1,700 / 3,000

[imager]put attachment url here[/imager]
Appearance:
Iannja stands at a shade under 5'5". Slender and poised, she carries herself with a grace rarely seen in the other races. While not exceptionally attractive, she has a certain presence and an easy smile that lights up her face. Her hair is a pale blond and her skin tanned by her time travelling. Her eyes, however, are as black as coal.

Iannja wears a dark knee length jacket of fine black wool over a white shirt. Ivory buttons run up the side of her pants to the knee, allowing her to button them down over her boots. The shirt has a high collar and long cuffs that poke out from under the sleeves of her suit and are held together by mother of pearl cufflinks. At her neck she wears ivory broach, yellowing with age and worked to represent a spider clasping a stone. Over the shirt she wears an elaborately embroidered long silver vest. Hidden in among the abstract designs are her bloodline and personal crest. At her belt is usually a magnificent Kohl Hunger Blade. A pair of tooled leather boots complete the outfit (and add an couple inches to her height). When travelling she adds a long black riding coat and a Harbin Winter rifle.

Personality:
XXXXX

Background:
Iannja's family can trace its bloodline back to 'Before'. Slender and poised, Iannja embodies the grace that her people once represented. Now only the oldest of families know anything of those times, and that knowledge is at best tattered and threadbare.

Among her people, there is a division. Some seek to understand the reasons for the fall of their people in order that they can rebuild. Others wish to forget it and seek to restore their fortunes by remaking themselves. Iannja, still young, is not certain as to which faction she supports. So she seeks understanding of the world outside Trepoch.

It was her misfortune to be returning from Zeakaden when hostilities broke out. The authorities of Trenchtown are suspicious of the free elves of Tepoch at the best of times. With the war on, Iannja's trip to Zeakaden was too provocative for the authorities. Now she ponders how to extradite herself out of this mess.

Iannja has some natural ability with the rapier and knives, but she has not had the time to develop any real skill with weapons. But her talents in the arcane, recently emerged, have added an element to her arsenal.

Notes:
XXXXX[/sblock]
 
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doghead

thotd
Inactive Character

Rain, female moon elf member of the Town Guard in Verbatim's Forgotten Realms game.

- Links -

This entire game, ic, ooc, and rg was lost in the crash of 06. There were no survivors.

- Notes -

After pushing around points for a bit, I decided I was so over point buy. I asked if I could roll stats. Verbatim gave me these numbers; 7, 14, 8, 10, 11, 12. My first thought was 'Damn.' My second was 'I can't really go back and ask to use the point buy method now. I guess I should see what I can do.' My third thought was, 'I love this character'. She might be sub-optimal or whatever, but don't ever tell her that. Eventually the DM upper her to 2nd level so he didn't have to worry so much about killing her. With only three hp, one good blow would have done the trick. I wasn't so fussed, but the extra spells and stuff were nice.

__________________​

Rain, female moon elf sorcerer 2.
[sblock]Rain, Female Moon Elf Sorcerer 2

Alignment: Chaotic Good.
Familiar: Crow (+2 fort save bonus)
Experience Points: 1,665.

Str 07, Dex 14, Con 08, Int 10, Wis 11, Cha 12

Initiative +2 _______ [+2 dex]
Armour Class: 12 ____ [base 10, +2 dex]
* Touch 12 * Flat Footed 10.
HD 2d4-2+3 (hp 8)
BAB: +1
* Dagger -1 melee (1d4-2, 19/x2, p/s.)
* Dagger +3 range (1d4-2, 19/x2, 10 ft., p.)
* mw Longbow +4 range (1d8-2, 20/x3, 110 ft, p.)

Saves:
* Fort +2 ___________ [0 base, -1 con, +2 familiar, +1 feat]
* Ref +2 ____________ [0 base, +2 dex]
* Will +4 ___________ [3 base, +0 wis, +1 feat]

Skills (2*4)+2 = 10
* Concentrate +5 (5 ranks, +0 con)
* Knowledge Arcane +2 (2 ranks, +0 Int)
* Listen +2 (0 ranks, +0 wis, +2 racial)
* Search +2 (0 ranks, +0 Int, +2 racial)
* Spellcraft +3 (3 ranks, +0 Int)
* Spot +2 (0 ranks, +0 wis, +2 racial)

Spells per Day
* Class 6/4/-
* Bonus -/1/-
Spells Known
* 5 x 0th - Disrupt Undead, Light, Message, Resistance, Prestidigitation, Touch of Fatigue.
* 2 x 1st - Mage Armour, Cause Fear.

Feats and Abilities
* +2 Dexterity, –2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Toughness (+3 hp)
* Strong Soul (+1 Fort & Will saves, +1 sv bonus vs energy drain and death effects)

Languages: Common, Chondathan, Elven

Equipment
* mw Long bow ___________ 03 lb.
* 20 arrows _____________ 03 lb.
* Dagger x 3 ____________ 03 lb.
* Militia Outfit ________ -- (silver buttons, fine material, +5 gp)
* Cloak _________________ -- (fur trimmed, +5 gp)
* Platinum Ring _________ -- (30 gp)
* Platinum Hair Pin _____ -- (40 gp)
* Leather bag
* * 5 days rations ______ 05 lb.
* * Fine Blanket ________ 03 lb. (1 gp)
* * Flint and steel _____ -- lb.
* * Sunrod x 2 __________ 02 lb.
* 24 gp. 5 sp.

Total Weight ____________ 19 lb.

Carrying: Light 23, Medium 46, Heavy 70 lb.

Appearance: Age 123, Height 5'2", Weight 101 lb..

[/sblock]

PERSONALITY: Rain is a tearaway, seeming driven by a desire to test her limits. She is not an exceptional person, slight of frame and slightly poor of health. But what she lacks she makes up with sheer determination and an apparent complete lack of fear. Sometimes its enough, sometimes it isn't, and she has numerous scars to prove it.

Generally she is a fairly cheerful person, except when the routines of militia life begin to drag. She has a tendency to directness that has got her into trouble now and then.

Rain has a taste for fine things. Her cloak is trimmed with fur, and her militia jerkin is made of the finest material, decorated with the militia crest and motto and fastened with worked silver buttons.

BACKGROUND: Rain, along with her brother Eleorn were found as babies in the woods about half a day out of Ashbenford. Nearby was found the ruins of a raided camp of Moon elves. There were no survivors. The two children were fostered with one of the local moon elf families. Inquiries were made as to who the children were, but nothing was ever discovered. Given the divesting Drow raids on Cormanthar at the time, it wasn't considered surprising. Given that many of the Elves were sending their children to Evermeet and other safer locations at the time, it was assumed that this is where the party of Moon elves was heading.

Rain's foster family lived in a sprawling homestead a couple of miles out of Ashbenford. The new family consisted of their parents and their own son, some 35 years older than the Rain and Eleorn, an a couple of aunties and uncles, and two cousins. The family mainly grew timber for the boatyards, specialising in shaped wood for keels and prows. They also ran sheep and goats, the wool from which was woven and sold in town. Between school and helping out on the farm, the two children were kept busy, and largely out of trouble.
 
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doghead

thotd
INACTIVE CHARACTER

Jaan Saaresar of Osilia, currently in The Red Dragon Tavern.

Note: Jaan is a Human male Paladin 1 in the service of Verdante, or the Greenman as he is known in Jaan's homland of Osilia. Now over a year in play and still first level. *sigh* He is currently drowning his sorrows in his cup.

ADVENTURE 1: http://www.enworld.org/forum/showth...The-Tower-of-Koltifineous-(Creamsteak-Judging)
by Graf
ADVENTURE 2: http://www.enworld.org/forum/showth...re)-Rivenblight-s-Castaway-Creamsteak-judging
by Thomas Hobbes
ADVENTURE 3: http://www.enworld.org/forum/showthread.php?158513-Short-and-Sweet-Orsal-judging
by ajanders
ADVENTURE 4: http://www.enworld.org/forum/showthread.php?162530-Niobe-s-Dilemma-(Manzanita-Judging)
by Bront
 
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