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Gross Fell: Characters


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Explorer
Lorenz the Rogue

Lorenz: Male Human Rog5/Ftr2; Medium Humanoid ; HD 5d6 (Rogue), 2d10 (Fighter); hp 46; Init +8; Spd 30; AC 19 (Mithral Shirt, Ring of Protection +1, +4 Dex); Atk +6 base melee, +9 base ranged; +10 (1d6+2+1d6, +1 Sword, short); +10 (1d8, Longbow, Masterwork); +7 (1d4+1, Dagger, Masterwork); +6 (1d4+1, Dagger); +6 (1d3+1, Unarmed); AL CG; SV Fort +4, Ref +10, Will +2; STR 13, DEX 18, CON 12, INT 14, WIS 12, CHA 8.

Class Features: Evasion, Sneak Attack (+3d6), Uncanny Dodge (Dex bonus to AC)

Skills: Appraise+4 (2), Balance+7 (3), Climb+5 (4), Decipher Script+6 (4), Disable Device+11 (9), Escape Artist+8 (4), Gather Information+3 (4), Heal+2 (2), Hide+19 (5), Jump+17 (6), Listen+8 (7), Move Silently+20 (6), Open Lock+12 (8), Pick Pocket+6 (2), Read Lips+3 (1), Search+8 (6), Spot+7 (6), Tumble+8 (4), Use Magic Device+3 (4), Use Rope+6 (0).

Feats: Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse: Sword, short.

Equipment:
Weapons: Dagger, Masterwork; +1 Sword, short: Shock; Dagger; Acid (flask); Acid (flask); Arrows (50); Longbow, Masterwork.
Armor: Mithral Shirt.
Goods: Backpack; Case, map or scroll; Flint and steel; Lantern, hooded; Rope, silk (50 ft.); Thieves' tools; Explorer's outfit; Rations, trail (per day); Rations, trail (per day); Antitoxin (vial); Mirror, small steel; Waterskin (full).
Magic: Cloak of elvenkind; Goggles of minute seeing; Ring of Protection (+1); Boots of elvenkind.
Funds: 761 GP, 35 SP

Background:
Lorenz grew up an orphan in the dirty streets of a crowded, overpopulated city. Knowing that he could never survive on his own, Lorenz took up with a rough gang of thieves who began to teach him the secrets of the underworld. Quickly mastering the meager thieving skills the gang members could teach him, Lorenz found himself hungering for something more. Having done some contract work for the large shadowy thieves' guild that controlled the underbelly of the city, Lorenz left his gang to become a full member of the guild. He wanted to learn from the masters of the shadow arts, and that he did. He found himself quickly rising through the ranks and acquiring a small fortune along the way.

Unfortunately, things soured for Lorenz when the guild decided to send him out on a mission to assassinate a city official who had refused the guild's bribes and was threatening to crack down on their operations. Though he relished the life of a thief, Lorenz had never been an evil man. He had no special regard for the laws of politicians and kings, but he did have a personal moral sense of right and wrong. Assassination was outside the bounds of acceptable behavior as far as he was concerned, and he refused the assignment. He had always known that the guild engaged in such cold-blooded and ruthless activities, but he had tried not to think about it. Now that he was forced to confront it, he found himself at odds with the organization that had fostered him and his skills for so long. Knowing that the guild would never stand for his insubordination, Lorenz quickly packed a few of his most precious belongings, retrieved his hidden stash of gold, and slipped out of the city. Unable to ignore his conscience, Lorenz slipped the marked official an anonymous warning about the assasination attempt before he left. He knew that the guild would find out about it and would know who had warned the man, but Lorenz wasn't planning on ever coming back to the city anyway. The guild would hunt for him, but they'd never find him.

Looking for something better, Lorenz took up the adventuring life, finding all of the wealth and excitement he could ever want. He was his own man and relished the freedom he had found ever since he had left his guild days behind. Always in search of adventure and the next big score, Lorenz is constantly moving from place to place, following the news he hears and his own instincts toward whatever opportunity might be just over the horizon.

Appearance:
Lorenz is about 5'10" with a lean, wiry build. He is somewhat swarthy in appearance, with the dark coloring typical to the people of his home region. His black hair is fairly long, not quite reaching his shoulders, and he wears a closely trimmed and well kept beard. His dark brown eyes are impenetrable, though they often seem to reflect a certain kind of good-natured personal amusement.

Lorenz is not an attractive man, and he speaks with the accent and manner of one who has been raised in the rough and tumble world of the streets. He is a likable enough once people get to know him, though he does tend to have a brusque manner about him that can put people off. He is very individualistic in nature and has a hard time grasping the idea of compromise with others. If he thinks he is right about something, he knows he is right and will act accordingly. He also has a dislike for authority, and won't hesitate to stand up to it, especially if he feels that his personal honor is at stake. So, while he is a good man at heart, it is all of these things that can make him difficult to like or even get along with much of the time.
 
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Rino

First Post
Taklinn Duril , male dwerg Bbn2/Ftr5: CR 7; ECL 7; Medium-size Humanoid (dwarf); HD 5d10+2d12+21; hp 77; Init +7; Spd 25 ft; AC 21 (+7 breastplate, +3 Dex +1 ring); Melee mastwork greataxe +11/+6 (1d12+3/crit x3), or +1 dwarven waraxe +11/+6 (1d10+5/crit x3); Ranged mighty composite (+3str)longbow +10/+5 (1d8+3/crit x3); SA rage; SQ fast movement, uncanny dodge; AL CG; SV Fort +10, Ref +4, Will +1; Str 16, Dex 16, Con 16, Int 13, Wis 10, Cha 7.

Skills and Feats: Intimidate 6(3+3) Listen: 5(5+0) Spot: 5(5+0) Wilderniss Lore: 5(5+0); Improved Initiative, Extra Rage, Quickdraw, Power Attack, Cleave, Greater Cleave.

SA–Rage (Ex): 3/day, Taklinn Duril can fly into a screaming blood frenzy for 5 rounds. Taklinn Duril gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Taklinn Duril is winded.

SQ–Uncanny Dodge: Dex bonus to AC.darkvision 60ft. +2 vs poison. +2 vs spells and spell like effects, +1 on attackroll vs orc and goblinoids. +4 dogde vs gaints. linguages: commen, dwarven


Equipment: adamantine breastplate, +1 dwarven waraxe, mw greataxe, ring of protection +1, gloves of dex +2, mighty compostie (+3 str) longbow, 40 MW arrows, backpack, lock avarage(on backpack), silk rope 100ft, explorers outfit, 5 trail rations, 5 alchamist fire. (227gc left) he has 15pp 73 gc 40 sp with him

in rage:
str 20 +5
con 20 +5
AC: 19
hp: 89
Melee mastwork greataxe +13/+8 (1d12+5/crit x3), or +1 dwarven waraxe +13/+8 (1d10+7/crit x3);


bio:
taklinn grew up as any normal dwarf, when his friend were joining up for militairy training to protect the village inside the mountain. in training he found out that he wasn't good with the bow so he focused on melee weapons like axes. a couple of years later when he finished his training, the village was under attack by drown. it was a long and exhausting battle and when taklinn saw his friends being slaughtered by the drow he became as angry as he never was before. that day he killed more then everyone. but the village couldn't be saved so he made it with some to the surface. and started a new life and he tries to for get all that has happened
 
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GoldenEagle

First Post
Taklinn Duril , male dwerg Bbn2/Ftr5: CR 7; ECL 7; Medium-size Humanoid (dwarf); HD 5d10+2d12+21; hp 77; Init +7; Spd 30 ft; AC 23 (+6 chain, +3 Dex +4 Shield); +1 dwarven waraxe +13/+8 (1d10+7/19-20 crit x3); Ranged mighty composite MW (+4 str longbow +12/+7 (1d8+4/crit x3); SA rage; SQ fast movement, uncanny dodge; AL CG; SV Fort +10, Ref +4, Will +1; Str 16(18), Dex 16, Con 16, Int 13, Wis 10, Cha 7.

Skills and Feats: Intimidate 14(10+4) Listen: 4(4+0) Spot: 5(5+0); Improved Initiative, Power Attack, Cleave, Greater Cleave, Weapon Focus/Specialization (Dwarven Waraxe)

SA–Rage (Ex): 2/day, Taklinn Duril can fly into a screaming blood frenzy for 8 rounds. Taklinn Duril gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Taklinn Duril is winded. +15AT/+10dam, 91 HP, 21 AC

SQ–Uncanny Dodge: Dex bonus to AC.darkvision 60ft. +2 vs poison. +2 vs spells and spell like effects, +1 on attackroll vs orc and goblinoids. +4 dogde vs gaints. linguages: commen, dwarven


Equipment:
+1 Chainmail, +1 KEEN dwarven waraxe, lg Steel Shield +2, belt of Giant Strength +2, mighty compostie (+4 str) longbow, 40 MW arrows, backpack, lock avarage(on backpack), silk rope 100ft, explorers outfit, 5 trail rations, 5 alchemist fire. 5 Daggers 35 PP 12 gc 10 sp with him



bio:
taklinn grew up as any normal dwarf, when his friend were joining up for militairy training to protect the village inside the mountain. in training he found out that he wasn't good with the bow so he focused on melee weapons like axes. a couple of years later when he finished his training, the village was under attack by drown. it was a long and exhausting battle and when taklinn saw his friends being slaughtered by the drow he became as angry as he never was before. that day he killed more then everyone. but the village couldn't be saved so he made it with some to the surface. and started a new life and he tries to for get all that has happened... more to follow

I did the equip very quickly from memory. Is that 19000?

GE

Edit: I think I fixed all my mistakes.
 
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GoldenEagle

First Post
Thoart Wormwood: Dwarf, Hill Drd7; Medium Humanoid ; HD 7d8+21 (Druid); hp 61; Init +0; Spd 20; AC 13; Atk +5 base melee, +5 base ranged; +5 (1d4, Sling); +6 (1d6, Sickle, Masterwork); +5 (1d4, Dagger, silvered); SQ: Darkvision (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL NG; SV Fort +9, Ref +3, Will +10; STR 10, DEX 10, CON 16, INT 12, WIS 18, CHA 8.

Possessions:
Weapons: Sickle, Masterwork; Sling; Dagger, silvered; Bullets, sling (20).
Armor: +1 Leather.

Goods: Bedroll; Chalk, 1 piece; Mirror, small steel; Pouch, belt; Rope, silk (50 ft.); Sewing needle; Waterskin (full); Healer's kit; Spell component pouch; Traveler's outfit.
Magic: Ring: Sustenance; Ring: Animal Friendship; Wand: Cure Light Wounds (1) (Charges: 50); Wondrous: Heward's handy haversack; Wondrous: Cloak of resistance (+1).

Funds: 1 pouch with 1600 GP value in misc gems, 94 gold pieces, 9 silver pieces, 10 coppers.

Skills:
Animal Empathy (7) +6, Appraise+3, Concentration (5) +8, Craft (Metalworking)+1, Craft (Stonecarving)+1, Craft (Stonemasonry)+1, Craft (Weaponsmithing)+1, Diplomacy (7) +6, Handle Animal (6)+5, Intuit Direction (2)+6, Knowledge (nature) (5) +6, Scry (6)+7, Spellcraft (1) +2, Swim (1)+1, Wilderness Lore (10)+14. Add lang - Goblin

Feats:
Extend Spell, Eschew Materials, Natural Spell

Spells Known (Drd 6/5/4/3/2): Spells Prepared (Drd 6/5/4/3/2):
0 - Create Water, Detect Magic, Light, Purify Food and Drink, Resistance, Virtue;
1st - Calm Animals, Cure Light Wounds x2, Goodberry, Magic Fang;
2nd - Barkskin, Charm Person or Animal, Flame Blade, Flaming Sphere;
3rd - Cure Moderate Wounds, Greater Magic Fangx2;
4th - Flame Strike, Scrying

(3) Dire Animal, Wolf: None Dire Animal, Wolf ; CR 3;Large Animal ; HD 6d8+18 (Animal); hp 45; Init +2; Spd 20, 50; AC 14; Atk +10 base melee, +5 base ranged; +10(1d8+10, Bite);SA: Trip (Ex); SQ: Scent (Ex); AL N; SV Fort +5, Ref +4, Will +3; STR 25, DEX 15, CON 17, INT 1, WIS 12, CHA 10.
Skills: Hide+5, Listen+6, Move Silently+5, Spot+6. – Uses 18 of the 19 HD available for my animal companions

Tricks: Attack, Hide, Track; Attack, Hide, Guard; Attack, Hide, Protect

(1) Animal, Owl: None Animal, Owl ; CR 1;Tiny Animal ; HD 1d8 (Animal); hp 4; Init +3; Spd 20; AC 15; Atk +0 base melee, +5 base ranged; +5(1d2-2, Claws);AL LG; SV Fort +0, Ref +3, Will +2; STR 6, DEX 17, CON 10, INT 1, WIS 14, CHA 10.
Skills: Hide+11, Listen+14, Move Silently+20, Spot+6.
Feats: Weapon Finesse. Uses 1 HD available (19 of 19)

Tricks: Search, Guard, Message (send)
 


tburdett

Explorer
*UPDATED 7/14/03*

Thoart Wormwood: Dwarf, Hill Drd7; Medium Humanoid ; HD 7d8+21 (Druid); hp 63; Init +0; Spd 20; AC 16; Atk +5 base melee, +5 base ranged; +5 (1d4, Sling); +6 (1d6, Sickle, Masterwork); +5 (1d4, Dagger, silvered); SQ: Darkvision (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL NG; SV Fort +11, Ref +5, Will +12; STR 10, DEX 10, CON 16, INT 12, WIS 18, CHA 8.

Possessions:

Weapons: Sickle, Masterwork; Sling; Dagger, silvered; Bullets, sling (20).

Armor: +1 Leather.

Shield: +1 Large Darkwood Shield.

Goods: Bedroll; Chalk, 1 piece; Mirror, small steel; Pouch, belt; Rope, silk (50 ft.); Sewing needle; Waterskin (full); Healer's kit; Spell component pouch; Traveler's outfit.

Magic: Ring: Sustenance; Wand: Cure Light Wounds (1) (Charges: 50); Wondrous: Heward's Handy Haversack; Wondrous: Cloak of Resistance (+3).

Funds: 1 pouch with 1200 GP value in misc gems, 94 gold pieces, 9 silver pieces, 10 coppers.

Skills:

Animal Empathy (7) +6, Appraise +3, Concentration (5) +8, Craft (Metalworking) +1, Craft (Stonecarving) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Diplomacy (7) +6, Handle Animal (6) +5, Intuit Direction (2) +6, Knowledge (Nature) (5) +6, Scry (6) +7, Spellcraft (1) +2, Swim (1) +1, Wilderness Lore (10) +14. Additional Language – Goblin.

Feats:

Eschew Materials, Natural Spell, Scent

Spells Known (Drd 6/5/4/3/2): Spells Prepared (Drd 6/5/4/3/2):

0th – Animal Trick, Detect Magic, Guidance, Light, Resistance, Virtue;
1st - Calm Animals, Cure Light Wounds x2, Faerie Fire, Pass Without Trace;
2nd – Barkskin x2, Flame Blade, Regenerate Moderate Wounds;
3rd - Cure Moderate Wounds, Greater Magic Fang x2;
4th – Bear’s Heart, Flame Strike

Dire Animal, Wolf; CR 3; Large Animal; HD 10d8+30 (Animal); hp 92; Init +3; Spd 50; AC 22; Atk +15 base melee; +15 (1d8+12, Bite); SA: Trip (Ex); SQ: Evasion, Link, Scent (Ex), Share Spell; AL N; SV Fort +10, Ref +10, Will +6; STR 27, DEX 17, CON 17, INT 2, WIS 12, CHA 10.

Possessions:

Armor: Masterwork Leather Barding

Skills: Hide +5, Listen +6, Move Silently +6, Spot +6.

Tricks: Armor, Attack, Defend, Fetch, Heel, Protect
 
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