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Gran March Adventure (OOC)

Arkhandus

First Post
Sorry, I turned out rather busy and exhausted the past few days, so I didn't finish nearly so soon as I had expected.

[sblock=Thrang]Thrang Hymnir......................Male Rock Gnome
Strength............9 (-1)..............Character Level: 1, Sorcerer 1
Dexterity..........15 (+2)............Small Size, Speed 20 ft.
Constitution......16 (+3)............Initiative: +2, BAB: +0, Grapple: -5
Intelligence.......12 (+1)............Melee: +0, Ranged: +3
Wisdom...........10 (+0)............Total HP: 7, Current HP: 7, Nonlethal: 0
Charisma..........16 (+3)............Fortitude: +3, Reflex: +2, Will: +2

Normal AC: 13 (+2 Dex, +1 size), Touch AC: 13, Flat-Footed AC: 11
Alignment: Neutral Good, Age 57, Height 3'-3", Weight 43 lbs.
Dark Brown Skin, Bright Blue Eyes, Sandy Blonde Hair & Short Beard

Attacks:
Dagger +0 melee for 1d4-1 damage
Dagger +2 ranged for 1d4-1 damage (10 ft. increment, 50 max)
Heavy crossbow +3 ranged for 1d8 damage (120 ft. increment, 1,200 max)
Acid splash +3 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)

Languages (Literate): Common, Dwarven, Gnome, Keolandish.
Proficiencies: All simple weapons.
Level Progression Feat: Spell Focus (Illusion).

Skills: Bluff +5 (2 ranks, +3 Cha), Concentration +4 (1 rank, +3 Con), Craft (alchemy) +7 (4 ranks, +1 Int, +2 racial), Knowledge (arcana) +2 (1 rank, +1 Int), Profession (clerk) +1 (1 rank, +0 Wis), Speak Language (Keolandish) 1 rank cross-class, Spellcraft +2 (1 rank, +1 Int).

Racial Traits: Small-size humanoid (gnome), -2 Strength, +2 Constitution, base Speed 20 feet, low-light vision (2x as far as a human), weapon familiarity (gnome hooked hammer counts as martial instead of exotic), +2 on saves against illusions, +1 to save DC of illusion spells he casts, +1 on attack rolls against kobolds and goblinoids, +4 dodge AC against creatures of the Giant type, +2 Listen, +2 Craft (alchemy), spell-like abilities (Speak with Animals 1/day, limited to burrowing mammals, duration 1 minute; Dancing Lights, Ghost Sound, and Prestidigitation 1/day each, 1st-level caster, save DC of 10 + Charisma modifier + spell level so DC 13), bard is favored class.
Ability Score Development: Rolled 4d6 and dropped the lowest die each time, for base scores of 11, 15, 14, 12, 10, and 16. Scores after racial adjustments were 9, 15, 16, 12, 10, and 16.
Familiar: Has the ability to call a familiar at some point, involving a ritual that costs 100 gold pieces in expendable reagents.

Sorcerer Spells: Casts spontaneous arcane spells, caster level of 1, spellcasting is based on Charisma, gets 5 spell slots of 0-level, and gets 3 spell slots of 1st-level plus a bonus slot from Charisma.
0-Level Spells (save DC 13, illusion 15): Acid Splash (Conj), Detect Magic (Div), Read Magic (Div), Light (Evoc).
1st-Level Spells (save DC 14, illusion 16): Mage Armor (Conj), Color Spray (Illus).

Possessions: Small Dagger (2 gp, 1 lb.), Small Heavy Crossbow (50 gp, 4 lbs.), 30 Bolts (3 gp, 3 lbs.), Acid Flask (10 gp, 1 lb.), Alchemist's Fire Flask (20 gp, 1 lb.), Spell Component Pouch (5 gp, 2 lbs.), Small Traveler's Outfit (free starting outfit, worn outfit doesn't count towards his encumbrance), Small Backpack (2 gp, 1/2 lb., holds artisan's tools, trail rations, waterskins, flint, and steel), Artisan's Tools - Alchemy (5 gp, 5 lbs.), Small Bedroll (1 sp, 1-1/4 lbs.), Chalk (1 cp, 0 lbs.), Flint & Steel (1 gp, 0 lbs.), 2 Small Trail Rations (1 gp, 1/2 lb.), 2 Small Waterskins (2 gp, 2 lbs.).

Wealth: 17 gp, 17 sp, 19 cp.............................Current Load: 22-1/2 lbs. (light)
Light Load: 22-1/2 lbs. max..Medium Load: 45 lbs. max..Heavy Load: 67-1/2 lbs. max
Lift High: 67-1/2 lbs. max..Lift Off Ground: 135 lbs. max..Push/Drag: 337-1/2 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Background: Thrang Hymnir grew up on the plains of the Gran March, in a gnomish town just west of the Lortmils. His family came from the Lortmils a generation ago, but Thrang grew up a Marcher and has only rarely visited other branches of the Hymnir clan in the Lortmil mountains. He has numerous friends around those parts, but is not especially close to any of them. He has various nicknames amongst them but doesn't favor any particular moniker, so Thrang tends to just use his given name. Thrang is the older of two brothers, his 24-year-old sibling Hensu still living and training with their parents and grandparents as an up-and-coming slick businessman.

Thrang studied business for a time during his youth, but decided it didn't suit him and took up more esoteric studies, especially focusing on his natural talent for magic. Alchemy was a secondary hobby for him, too. Learning some control from a fellow gnomish sorcerer, Thrang mastered the basic forms of his particular talent, and then joined the military for three years as an arbalestier, since the March demands military service out of its young men. Since his brief stint with the military, Thrang has carried a hefty crossbow for self-defense and is still working on his marksmanship. After putzing around town for a few years, Thrang decided to try pursuing his fortunes elsewhere and see what his sorcery could really do.[/sblock]

Invisible Castle link to the ability score rolls.
Thrang Hymnir's ability score rolls (4d6.takeHighest(3)=14, 4d6.takeHighest(3)=11, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=10, 4d6.takeHighest(3)=12)
 
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Trollbabe

First Post
Done and recruiting is now CLOSED. I will post information for the IC thread tomorrow and get things rolling. The party consists of:

Verran Stonethrower, Halfling Rogue
Narayan Singh, Half-Orc Barbarian
Thrang Hymnir, Gnome Sorcerer
Rowan, Halfling Druid
Laravier McDonnell, Human Fighter

Please edit character sheets to include all equipment etc.
 
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Arkhandus

First Post
I've updated Thrang's sheet. Probably add full appearance description and some personality description later, maybe expand the background section too when I have the time.

I tweaked his skills a bit; decided to shift a point each from Know/arcana and Spellcraft into Craft-Alchemy, and I had forgotten earlier to add the racial bonus on Alchemy as a gnome.
 



Vertexx69

First Post
Thelmarose Oberith is for lack of a better word, a shlub. The definitive stick in the mud, and harbinger of doom and gloom, he has absolutely no confidence in his spell casting ability (although he still uses them to devastating effect). He does however take some small pride in his martial prowess. Having worn out his welcome with his own family, it was suggested that travel could expand his horizons. So he set off into the woods in the vicinity of the humans Fort Endurance.

[sblock=Thalmarose Oberith]
Code:
Name: [COLOR=Magenta]Thelmarose Oberith[/COLOR]
Class: wizard (Evoker) 1	
Race: Grey Elf
Size: M
Gender: Male
Alignment: N
Deity:  

Str: 11 +0	Level: 1	XP: 0
Dex: 18 +4	BAB: +0		HP: 8 (1d4+1, +3 from toad)
Con: 12 +1	Grapple: +0	
Int: 20 +5	Speed: 30'	Stat Increases:
Wis: 10 +0	Init: +4		Spell Save: 
Cha:  10 +0	ACP: 0		Spell Fail: 0

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+0/4	+0/4	+4	+0	+0	+0	14/22
Touch:	14	Flatfooted: 10

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+1	+0	+1	--
Ref:	+4	+0	+4	--
Will:	+2	+2	--	--

Weapon			Attack	Damage	Critical	Range
Longbow  		+4	1d8+0	20/x3      	100 ft.
Rapier			+0	1d6+0	18-20/x2 	--- 
Dagger    		+0/+4	1d4+0	19-20/x2 	10 ft
Notes: Evocation save DCs +1.

Languages: Common, Elven, Hafling, Gnome, Draconic, Goblin,  Orc

Abilities: 
(will change Asterisk to [COLOR=Magenta]magenta[/COLOR] as I cast my spells)

[COLOR=Magenta]Spells[/COLOR] 3 / 4
Acid Splash*, Detect Magic*, Ray of Frost[COLOR=Magenta]**[/COLOR]
Shield*, Mage Armor[COLOR=Magenta]*[/COLOR], Obscuring Mist, Identify, Magic Missile[COLOR=Magenta]*[/COLOR], Burning Hands[COLOR=Magenta]*[/COLOR], Feather Fall, Magic Weapon
Specialized in Evocation (prohibited schools: Enchantment & Necromancy)

Grey Elf Traits:
-2 str, +2 dex, -2 con, +2 int
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
Elf base land speed is 30 feet. 
Martial Weapon Proficiency with longsword, rapier, longbow & shortbow 
+2 racial bonus on search, spot & listen checks
Lowlight vision 
Immunity vs magic sleep effects
+2 save vs enchantments

Feats:  Spell Focus Evocation, Scribe Scroll (Bonus - wizard), Alertness (Bonus - familiar)

Familiar: Toad in Familiar pouch under backpack
Skill Points: 28	Max Ranks: 4/2
Skills		Total	Ranks	Stat	Misc
Concentration  	+5	4	+1	--
Craft-scribe	+7	2	+5	--
Decipher Script	+9	2	+5	--
Know-Arcana	+6	1	+5	--
Know-Planes   	+6	1	+5	--
Know-Nature	+6	1	+5	--
Know-Nob&Roy 	+6	1	+5	--
Search		+11	4	+5	+2
Spot		+8	4	+0	+4
Listen        	+8	4	+3	+4
Spellcraft	+9	4	+5	--

Gear: 120g			cost	weight
Silver Dogwood Longbow 	75g	3
Quiver X2			2g	6
Dagger				2g	1
Rapier				20g	2
Backpack w/familiar pouch	5g	2
Waterskin			1g	4
Artisans outfit			1g	4
Rope hemp 50 ft			1g	10
Spell component pouch		5g	2
Trail rations X4			2g	4

Total Weight:38lb	Money: 6gp 20sp 0cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	38	76	115	230	575

Age: 110
Height: 6'1"
Weight: 155
Eyes: Amber
Hair: Silver
Skin: Pale
[/sblock]
Thalmarose's deeply hooded golden cloak has seen better days and his dusty silver robe seems almost tarnished, but they still accent his long spun-silver hair and amber eyes quite well as he pulls back the hood revealing his very long and pale ears. The silver ashwood bow that he has had bent over his shoulder the entire trip, along with the delicate rapier at his belt are in prestine condition and obviously his prized possesions. His hair is kept off his face by a series of ornate knots and braided with fine honey colored leather laces. It then flows flawlessly down his back in a cascade to just above his waist.
 
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