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lonesoldier

First Post
Arain Silvanor, Grey Elf Conjurer

Arain Silvanor, Grey Elf Conjurer

Code:
~~~~~~~~~GENERAL~~~~~~~~~~~
Race: Grey Elf
Class/Level: Wizard1
Ht: 5'1"
Wt: 109lb
Age: 145
Alignment: LN

XP: 0
NEXT: 1000

~~~~~~~~~~~STATS~~~~~~~~~~~~
Str: 10 (+0) (4pts) (-2 racial)
Dex: 16 (+3) (6pts) (+2 racial)
Con: 10 (+0) (4pts) (-2 racial)
Int: 18 (+4) (10pts) (+2 racial)
Wis: 10 (+0) (2pts)
Cha: 10 (+0)(2pts)

HP(HD): 4/4 (1d4)
AC: 13 (10 +3dex)
Speed: 30'
BAB/Grapple: +0/+0
Init: +3

Fort: +0 (+0base +0con)
Refx: +3 (+0base +3dex)
Will: +2 (+2base +0wis)

~~~~~~~~LANGUAGES~~~~~~~~~
Common, Draconic, Elven, Gnome, Orc, Sylvan

~~~~~SPECIAL ABILITIES~~~~
Immunity to Sleep Spells and Effects
+2 racial saving throw bonus vs.enchantment spells and effects
Low-light vision
Martial Weapons Prof. (Long/Shortbow, Composite Long/Shortbow, Longsword, Rapier)
"Auto Search Check"

School (Conjuration)
Banned (Illusion, Necromancy)
Summon Familiar

~~~~~~~~~SKILLS~~~~~~~~~~~
Name             /(Stat Mod)/(Ranks)/(Mods)/(Total)
Concentration    /    +0    /   4   /  +0  /  +4
Craft(Fletching) /    +4    /   4   /  +0  /  +8
Decipher Script  /    +4    /   4   /  +0  /  +8
Know(Arcana)     /    +4    /   4   /  +0  /  +8
Know(Planar)     /    +4    /   4   /  +0  /  +8
Listen           /    +0    /   0   /  +2  /  +2
Search           /    +4    /   0   /  +2  /  +6
Spellcraft       /    +4    /   4   /  +0  /  +8
Spot             /    +0    /   0   /  +2  /  +2

~~~~~~~~~~FEATS~~~~~~~~~~~
1st: Spell Focus (Conjuration)
Cls: Scribe Scroll

~~~~~~~~~ATTACKS~~~~~~~~~~
Shortbow: Attk +3; Dmg 1d6; Crit x3; Range 60'; Piercing
Quarterstaff: Attk +0; Dmg 1d6/1d6; Crit x2; Bludgeoning
Name: Attk +X; Dmg XdX+X; Crit xX; Range X'; Type

~~~~~~~~~~ARMOR~~~~~~~~~~~
Name: +X AC; X MaxDex; -X ACP;

~~~~~~~~~~~GEAR~~~~~~~~~~~
Backpack (2lb)
-Rations (5) (5lb)
-Waterskin (4lb)
Quarterstaff (4lb)
Quiver
-Arrows (20) (3lb)
Shortbow (2lb)
Spell Component Pouch (2lb)
Spellbook (3lb)

PP: 
GP: 58
SP: 5
CP: 

Weight carried: 25.0lb (Light Load)

~~~~~~SPELLCASTING~~~~~~~~~
Spell Save DC: 14 + Level
Spells per day: 0th-3; 1st-2+1;
Spells Prepared:
0 - Detect Magic, Read Magic, Read Magic
1 - Feather Fall, Mage Armour, Magic Missile

Spellbook:
0 - PHB - All
0 - SC - Amanuensis, Caltrops, Launch Item, Repair Minor Damage, Stick
1 - PHB - Charm Person, Feather Fall, Mage Armour, Magic Missile, Protection from Evil, Summon Monster I, Unseen Servant

Description:
Age: 145
Height: 5’1”
Weight: 109 lbs
Hair: Long, braided, silver
Eyes: Amber
Skin: Caucasian
Deity: Boccob

Background: Arain was a quiet, intellectual child. He came under the tutelage of his uncle, a wizard of little renown and excelled in the arcane arts. Despite his ability to weave magic he lacked experience in the world and, when his uncle deemed him knowledgeable enough, was sent out into the world. Recently, he has wandered into the town of Oakhurst.

Arain likes to think of himself as a researcher, his main motivation is to increase his understanding of the arcane and he would easily take spell-scrolls over gold.
 
Last edited:

Vigwyn the Unruly

First Post
Code:
[b]Brother Ulfgar Badenburg[/b]
LG Male Dwarven Cleric 1 of Heironeous
XP: 0

Init: +2

AC: 15 (+3 armor +2 Dex)
FF: 13
Touch: 12
+ 1 dodge bonus against Giant-type
HP: 10

Speed: 20’

[b]Attacks[/b] [BAB +0]:

Longsword +3 1d8+3 (1d8+2 if 1-handed) slashing 19-20/x2
+1 to Atk against Orcs & Goblinoids

Light Crossbow +2 1d8 piercing 19-20/x2
Feat reminder: Rapid Reload (reload is a free action)
+1 to Atk against Orcs & Goblinoids

Dagger +2 1d4+2 slashing or piercing 19-20/x2
+1 to Atk against Orcs & Goblinoids

[b]Saves:[/b]
Fort +4
Ref  +2
Will +4
(+2 racial against spells, spell-like effects)
(+2 racial against poisons)

Languages: Common, Dwarven

[b]Turning:[/b]
3 attempts/day

Darkvision 60’
Stonecunning (+2 to Search for unusual stonework, auto Search check when w/in 10’)
Stability (+4 to checks against being bull rushed or tripped)

[b]Skills (ACP -1):[/b]
Appraise additional +2 racial for stone or metal
Concentration +6 (4 ranks, +2 Con)
Craft additional +2 racial for stone or metal
Knowledge [Religion] +4 (4 ranks, +2 Con)

[b]Abilities:[/b]
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 10 (+0)

[b]Feats:[/b]
Rapid Reload
Martial Weapon Proficiency [Longsword]
Weapon Focus [Longsword]

[b]Equipment:[/b]
Longsword (15 gp)
Light Crossbow (35 gp)
20 bolts (2 gp)
Dagger (2 gp)
Studded Leather Armor (25 gp)
Backpack (2 gp)
Bedroll (1 sp)
Grappling hook (1 gp)
Hempen Roap (1 gp)
Sack (1 sp)
1 lb. Soap (5 sp)
Waterskin (1 gp)
Wooden Holy Symbol (1 gp)
Spell Component Pouch (5 gp)
Explorer’s Outfit
8 gp
12 sp
10 cp
Cleric Domains:
Good—Cast good spells at +1 CL
War—Specific bonus feats (included above)

Spells Per Day: 3/2+1
Save DCs: 12/13 (13/14 for good spells)

Spells Prepared:
0—detect magic, detect poison, light
1st—protection from evil*, bless, shield of faith
* denotes domain spell

Description:
Age: 62
Height: 4’2”
Weight: 180 lbs
Hair: long, bearded, auburn
Eyes: green
Skin: Caucasian
Deity: Heironeous

Background:

Ulfgar Badenburg is a young (by the standards of dwarfs) cleric of Heironeous. Ulfgar chose this religious path due to his strong sense of loyalty and desire to do good in the world. The church of Heironeous values these ideals, as well as a discipline rooted in the ways of warfare. The church elders recognized great strength in the young dwarf and guided his training to include instruction in this discipline. As an acolyte, Ulfgar divided his time between learning the ways of goodness and almost military-like training in the use of his deity’s sacred weapon, the longsword. During this period, he became close friends with the Sword Master and his wife, Taven and Durann Brightstone. In his spare time, he practiced loading and reloading his crossbow—over and over again—until he could do it with lightning speed.

One terrible morning, the church elders iterrupted Ulfgar's prayers and sent him to the site of a battlefield where many heroes of Heironeous had fallen. There, he was to help heal the wounded and pray for the dead. While carrying out these duties, he came upon a scene that nearly broke his heart. Taven the Sword Master lay dead on the field, and his young wife Durann, stricken with grief had cut her own wrists and lay over his body, waiting for her earthly life to drain out. Ulfgar healed Durann, and returned her to the temple. During her emotional recovery, Durann and Ulfgar became fast friends.

Upon completion of his studies, the young Brother Ulfgar was sent out into the world to use his might to advance the causes of goodness, and thereby bring honor to Heironeous. Naturally, he asked Durann to accompany him, and she accepted. After months of travel, the cleric and paladin have found themselves in the town of Oakhurst. Surveying the town in the morning sun, Ulfgar slaps his dear friend on the back and and remarks, “Here. Here is where our work begins.”
 

Argent Silvermage

First Post
Durann Brightstone: Dwarven Paladin of Heironeous

Code:
Durann Brightstone
Female Dwarf, 1st-Level Paladin of Heironeous
Medium Humanoid (Dwarf)
Hit Dice: 1d10+2 (12 hp)
Initiative: -1
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 15 (+4 scale mail, +2 heavy shield, -1 Dex), touch 9, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Longsword +3 melee (1d8+2/19-20/x2) or Lt crossbow +0 ranged (1d8/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dwarf traits
Special Qualities: Darkvision 60 ft., dwarf traits
Saves: Fort +4*, Ref -1*, Will +2*
Abilities: Str 14, Dex 8, Con 14, Int 10, Wis 14, Cha 14
Skills: Appraise +3, Craft (blacksmithing) +3, Craft (stonemasonry) +3, Listen +2, Spot +2, Knowledge Religion: +5, Knowledge Nobles +5
Languages: Common, Dwarf, 
Class Traits: Aura of Good, Detect Evil, Smite Evil (+2/+1)
Feats: Power Attack
Alignment: Lawful Good 
Experience: 0

Dwarf Traits (Ex): Dwarves possess the following racial traits.
• +2 Constitution, –2 Charisma.
• Medium size.
• A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Darkvision out to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
• +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
• +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
• +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.

Equipment: [100gp to spend] 
Scale mail-50
Heavy wood shield-3
Longsword-15
Backpack-2
Waterskin-1
2 days rations-1
Bedroll-5s
Sack-1s
Flint and steel-1
Wooden holy symbol of Heironeous-1
3 torches-3c
5 vials-5 (holy water)
The Glass Slippers her husband gave her on their wedding day. (Priceless) 
20g, 3s, 7c

Appearance: Durann is 4' tall and weighs a little over 140 pounds. Her eyes are topaz green and her skin is fair for a Dwarf. She keeps her dark brown hair in twin braids down her back and bound with copper coils. She rarely is out of her traditional Paladin of Heironeous uniform but when she does get out of it she can be a bit of a "girly girl".
Noting that she has a tendency to be a klutz she still wants to learn how to dance.


Background:
Durann (note slight name change) is the only daughter of a minor noble in the Dwarven hold of Yggrothold. Unfortunately she was not taken with the duties of a Dwarven Lady and would steel away whenever she could to a temple of Heironeous where she met in secret with their sword master.
Seeing her potential Taven Brightstone, the Master of Blades for the temple, started training her and they quickly fell in love. They married less than 4 months after meeting for the first time.
The marriage was against her fathers will and he disowned Durann telling her she may never return to the clans hold. She was fine with that.
Taven was not to live much longer than their honeymoon as he was sent to deal with an Orc uprising in a neighboring kingdom. He died on the battle field calling out for his beloved to come to him. At that moment Durann knew he had died and attempted to take her own life but was saved by her friend Ulfgar Badenburg. She still bears the lightning bolt like scars on her wrists although she keeps them covered by leather bracers.
About a year after her husband's death she was asked by Ulfgar to accompany him on a quest to a town called Oakhurst where she is sure she will finally be able to put her loss behind her.
 

randomling

First Post
Edriel Kagonath

Edriel grew up in an isolationist elf settlement, where her parents are both experienced rangers, warding orcs away from their lands. Though well-educated, Edriel has been somewhat sheltered, and has followed in her family’s profession.

A few months ago, a group of human adventurers stumbled on the elf settlement and were almost killed for their mistake. It was Edriel’s older brother who saved their lives, and Edriel was fascinated by their tales of the wider world outside. One of the adventurers was a human bard, a wonderful storyteller who seduced Edriel. After the party left, Edriel was left only with the bard’s name - Marcus - and the name of his home town, Oakhurst. Edriel, in love, decided to go to Oakhurst to find him.

It’s been a long and arduous journey for Edriel from the elf settlement, and she’s arrived in Oakhurst to find no trace of Marcus or any of his friends. Disheartened, she is almost ready to turn around and head straight back home… but she has a strong feeling that, now she’s here, she should stay…

Edriel Kagonath
Elf Ranger 1
Size/Type: Medium humanoid (elf)
Hit Dice: 1d8 (8hp)
Initiative: +3 (+3 Dex)
Speed: 30ft (4 squares)
Armour Class: 15 (+2 armour, +3 Dex)
Base Attack/Grapple: +1
Attack: Short sword +3 melee (1d6+2/19-20x2) or longbow +4 melee (1d8/x3)
Full Attack: Short sword +3 melee (1d6+2/19-20x2) or longbow +4 melee (1d8/x3) (+5 within 30ft)
Space/Reach: 5ft/5ft
Special Attacks: Elf traits
Special Qualities: Elf traits, wild empathy, favoured enemy (humanoid: orc)
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 14, Dex 16, Con 10, Int 14, Wis 10, Cha 12
Skills: Handle Animal +5 (4 ranks, +1 Cha), Heal +4 (4 ranks), Hide +7 (4 ranks, +3 Dex), Listen +6 (4 ranks, +2 racial), Move Silently +7 (4 ranks, +3 Dex), Search +8 (4 ranks, +2 racial, +2 Int), Spot +6 (4 ranks, +2 racial), Survival +4 (4 ranks)
Feats: Point Blank Shot
Equipment: Short sword, longbow, 20 arrows, leather armour, backpack, bedroll, waterskin, 1 trail ration, 4sp
Languages: Common, Elven, Orc, Sylvan
 
Last edited:

Inconsequenti-AL

Breaks Games
Carlos the Bold - Halfling Barbarian.

Background:

Carlos is a heroic sort of halfling, always willing to help others (especially if it might make him famous)... on the downside, he has a somewhat loose understanding of societies laws or niceties, can't read or write and often gets a state of raving, frothing at the mouth enthusiasm when fighting.

He's extremely tall and heftily build for a halfling, standing just over 4' tall. Blonde hair, blue eyes and a thick beard - he could almost pass for a dwarf (in bad light, if you squinted). He tends to carry quite a collection of weaponry. Currently attired in some sturdily made but functional adventuring clothing. Tends to keep himself clean and is pretty vain.


Carlos wasn't always called Carlos. He used to be known as Silas Goatbody. He was born to a community of rural halflings many miles to the north of Oakhurst. His parents were poor goat farmers. As a child, he showed no interest or aptitude for their profession. He avoided schooling and instead spent his time 'causing mischief', brawling and generally doing things he shouldn't. This lifestyle incensed the town elders, as soon as he was old enough they ejected him from town with orders not to return until he'd changed.

Rather than mending his ways, he decided to realise his long held ambition. He would become a famous (and rich) hero, slay evil monsters and hopefully marry a halfling princess.

The first part of this was a new and more inspiring name. Closely followed by 'heroicaly liberating' some money to outfit himself. A year or two on, Carlos has built up some experience as an adventurer. He finds himself in Oakridge and looking to further his legend!


Stats:
[sblock]Carlos the Bold (nee Silas Goatbody)

Male Halfling Barbarian 1
Chaotic Good - Kord Worshiper

Note - numbers in (X) indicate values while raging.

Str 14 +2 (18 +4)
Dex 16 +3
Con 14 +2 (18 +4)
Wis 8 -1
Int 10 +0
Chr 12 +1
28 points spent (10+6+6+0+2+4)

Size : Small
Height : 4' 1"
Weight : 52 lbs
Age : 27
Skin : Tanned
Eyes : Blue
Hair : Blonde hair and beard. Shaggy but clean.

Combat:
BAB/Grapple: +1/-1

Warhammer : +4 D6+2 X3 (+6 D6+4 X3)
Greataxe* : +4 D10+3 X3 (+6 D10+6 X3)
Gauntlet : +4 D2+2s (+6 D2+4s)
Dagger : +4 D3+2 19-20 (+6 D3+4 19-20)
Sling : +6 D3+2 (+6 D3+4)
* - lose 2 points of AC from shield.

Armour Class: 19 (10 + 3 Dex + 1 Size + 3 Armour + 2 shield)
Touch AC : 14
Flatfood AC : 16
Situational : -2 while raging.

Hit Points : 14 (16) (12 class + 2 Con)
Initiative : +3
Speed : 30

Saves
Fortitude : +5 (+7) (2 class + 2 Con + 1 Racial)
Reflex : +4 (0 class + 3 Dex + 1 Racial)
Will : +0 (+2) (0 class - 1 Wis + 1 Racial)
Situational : +2 Morale bonus against fear effects.

Skills
Climb : +5 (4 Ranks + 2 Str + 2 Racial - 3 Armour)
Intimidate : +5 (4 Ranks + 1 Chr)
Jump : +5 (4 Ranks + 2 Str + 2 Racial - 3 Armour)
Listen : +5 (4 Ranks - 1 Wis + 2 Racial)
Move Silent : +2 (0 Ranks + 3 Dex + 2 Racial - 3 Armour)
Hide : +4 (0 Ranks + 3 Dex + 4 Size - 3 Armour)

Feats : Extra Rage (Complete Warrior)

Class Features
Proficiency - Simple and Martial Weapons, Light and Medium Armour, Shields.
Fast Movement - +10 feet to movement while wearing light or medium armour.
Illiteracy - Does not know how to read or write.
Rage 3/day - +4 Str/Con, +2 Morale bonus to saves against fear, -2 AC. Duration - 7 rounds, then fatigued for the rest of combat (-2 Str/Dex).

Languages: Common and Halfling.


Halfling Racial Features
+2 Dexterity, –2 Strength.
Small size.
Base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.
+1 racial bonus on attack rolls with thrown weapons and slings.
Favored Class: Rogue.


Equipment:
2 gp - Gauntlet
2 gp - Dagger
free - Sling
0.5 gp - 50 sling bullets
12 gp - Warhammer
20 gp - Greataxe
25 gp - Studded Leather Armour
7 gp - Heavy Wooden Shield
2 gp - Backpack
0.5 gp - Blanket
1 gp - Flint and Steel
1 gp - 50' Rope
5 gp - 10 days food
1 gp - Waterskin
0.1 gp - 10 torches
5 gp - Explorers outfit
0.2 - 2 empty sacks.

15 Gold pieces
5 Silver pieces
20 Copper pieces
[/sblock]
 

Barsallas

First Post
Code:
Rashford Nailmond

Male Human Warmage 1
True Neutral
Representing Barsallas

Strength 	14	(+2)
Dexterity 	10	(+0)
Constitution 	14	(+2)
Intelligence 	14	(+2)
Wisdom 	8	(-1)
Charisma 	15	(+2)
	
Size: 	Medium
Height: 	5' 6"
Weight: 195 lb
Skin: 	Pale
Eyes: 	Green
Hair: 	Black; Straight; Beardless

Total Hit Points: 8

Speed: 20 feet [armor]

Armor Class: 14 = 10 +4 [scale]

      Touch AC: 10
      Flat-footed: 14

Initiative modifier:	+0	= 0 [dexterity]
Fortitude save:		+2	= 0 [base] +2 [constitution]
Reflex save:		+0	= 0 [base]
Will save:		+1	= 2 [base] -1 [wisdom]
Attack (handheld):	+2	= 0 [base] +2 [strength]
Attack (unarmed):	+2	= 0 [base] +2 [strength]
Attack (missile):		+0	= 0 [base]
Grapple check:		+2	= 0 [base] +2 [strength]

Light load:	58 lb. or less
Medium load:	59-116 lb.
Heavy load:	117-175 lb.
Lift over head:	175 lb.
Lift off ground:	350 lb.
Push or drag:	875 lb.

	
Languages:	Common Dwarven Halfling

Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]

Feats:

      Armor Proficiency (medium)	
      Battle Caster


Skill Name	Key		Skill		Ability		Ranks		Misc.
		Ability		Modifier		Modifier				Modifier

Appraise 	Int 		2 = 		+2
Balance 	Dex* 		0 =		+0
Bluff 		Cha 		2 = 		+2
Climb 		Str* 		2 = 		+2
Concentration 	Con 		6 = 		+2		+4 	
Diplomacy 	Cha 		6 = 		+2		+4 	
Disguise 	Cha 		2 = 		+2
Escape Artist 	Dex* 		0 = 		+0
Forgery 	Int 		2 = 		+2
Gather Info	Cha 		2 = 		+2
Heal 		Wis 		-1 = 		-1
Hide 		Dex* 		0 = 		+0
Intimidate 	Cha 		2 = 		+2
Jump 		Str* 		-4 = 		+2				-6 [speed 20]
Know.(arcana) 	Int 		6 = 		+2		+4 	
Listen 		Wis 		-1 = 		-1
Move Silently 	Dex* 		0 = 		+0
Ride 		Dex 		0 =		+0
Search 		Int 		2 = 		+2
Sense Motive 	Wis 		3 =		-1		+4 	
Spot 		Wis 		-1 = 		-1
Survival 		Wis		-1 =		-1
Swim 		Str** 		2 = 		+2
Tumble 		Dex* 		4 =  		+0		+4 	
Use Rope 	Dex 		0 = 		+0
		

* = check penalty for wearing armor

Zero-level Warmage spells: 5 per day

First-level Warmage spells: 4 (3+1) per day

Human:

    * Extra feat at first level (already included)
    * Four extra skill points at first level (already included)
    * One extra skill point at each additional level (already included)

Warmage:

    * Core class from "Complete Arcane"

    * Sorcerer-like, with limited spell choice focused on military applications

    * A warmage has access to all spells on the warmage lists

    * Add intelligence bonus to all spell hit point damage ("warmage edge")

    * At levels 3, 6, 11, and 16, add an evocation spell to the repertoire

    * At level 7, gains Sudden Empower feat

    * At level 10, gains Sudden Enlarge feat

    * At level 15, gains Sudden Widen feat

    * At level 20, gains Sudden Maximize feat

    * May wear light armor; at level 8, medium armor

    * May bring a light shield

Level 1:
	Class 	Warmage	
 	HP rolled  	6 	

	
Rashford Nailmond's Equipment:

      Weapons / Armor / Shield (from above)  36 lb
      Backpack                                              2 lb
      Flint and steel                                        1 lb
      Pouch x1                         
      Rations (1 day) x2                                  2 lb
      Sacks x1                                               1 lb
      Torches x1                                             1 lb
      Waterskins x1                                        4 lb
      Spell component pouch                           2 lb      
      _____

      Total                                                     49 lb
Rashford Nailmond...where to begin, where to begin. A young man age of 19, was extremely fond of wrestling with his childhood friends everyday and was proud of the fact that he was the champion every week at the competitions the small town would hold. When the sun came down to dusk he would rush back to his house to do his chores before he got in trouble by his parents. When dinnertime came he would be dragged into long stories from his father, a bard that settled down with his mother, a wise sorceress who would teach him in the morning after he awoke. Such practices gave him a sharp mind for the matches that afternoon and let his mind wander at night with the tales he heard. Unfortunately, when it came time to remember those tales he had a hard time, but when something reminded him of a tale he'd gladly share the experiences with his friends, not always the same tale but the message got across. The town girls would constantly bug him for his hand in marriage but he shooed them off so he could practice, and the girls, persistent to get his attention would train themselves to catch his eye.
One day after a stranger came to one of the matches. 'Rash', 'Rashy' to the ladies, was pushed to his limits after a weird dream, which he had the previous night, distracting his usually focused mind. The stranger ended up losing but not the way Rash wanted it to end, it seems since the match was usually held in the market place/town square he had a lot of materials needed to cast a spell the pressure he was under forced a spell from him causing serious injury to his body. The crowd watched with disgust claiming he was a cheater. Surprised and confused he did what he thought was the right thing to do and carried the man back to his house to be taken care of.
The next day the man awoke and said that if he didn't get a letter to a special person his family would be in danger. Guilt stricken and dishonored among the townsfolk he vowed to reclaim his dignity and title as the champ of the town. The man said that if the letter was not delivered in a week something bad would happen to his family so he prepared with his mother and father doing everything he can to be ready for the outside world.
Meanwhile, the townsfolk and his friends who had doubted him had found out about his claim and were ashamed of their accusations, they secretly readied themselves for the day he would set out. Rashford had noticed something when he was sent to get food one day before he left town that the townspeople had been just as busy as he was and he started to wonder if something was up.
Finally the day had arrived where he had to set out or he wouldn't get there in time. The people gathered toward the town square. When Rashford said goodbye to his parents and the bedkept stranger he closed the door behind him closing his eyes and letting out a deep breath, when he opened his eyes the people were looking at him with mixed looks of envy, pride, doubt and sadness. "Wha...what's going on?" One of his friends stepped forward with a smile on his face,
"We now know you didn't mean to hurt that man, after all no cheater would venture outside the town to make it up to the man he hurt. So we gathered what we could to help you..." he turned around and called forward a few people with some supplies they gathered up, armor, a weapon, food, and some gold to take with him on his journey. "We figured you'd go anyway, but going alone...We believe you didn't hurt him so we were hoping you wouldn't leave the town. I'm sure the man forgives you too so you don't have to do this. Will you please stay?" Rashford looked at him and the villagers.
"I'm sorry but his letter won't wait and neither will I. I'll be back when I learn how to control my power so I won't accidentally hurt someone again. Take care of the title for me while I'm gone, I'll be back to pick it up later." His friend smiled and let out a sigh,
"You know, you don't have to be so rash..." Rashford passed him leaving the town and waved behind him shouting,
"I can't help it, I'm Rashford Nailmond, it's all I'll ever be."
Two days later he arrived in Oakhurst he delivered the letter just in time and as a token of appreciation they offered he stay with them, while he started to turn them down he noticed some weapons on the wall, when he asked about them they said they got them from the town blacksmith. He then accepted their offer and headed off to the blacksmith. He found out that he was related to the man running it from a rumor his parents heard, and he was taught how to wield his morning star.His wife knew the town's wizard's wife and he was taught how to control his magic and how it worked. During this time, some of the girls from his hometown set out after him, even though they didn't know where he went since he asked his parents not to tell a single soul where he was headed.
Tiny tidbits: grew up without much religion so isn't familiar with very many of them besides what his father told him about them and has a strong focus in his eyes even when he's telling jokes or enjoying himself.
(gawd sorry it is so long I just couldn't stop my fingers...my spontaneous mind is a curse)
 
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DrZombie

First Post
Sir Rupert

Sir Rupert d'Orien

Male Human Rogue 1
Chaotic Good
Representing DrZombie


Strength 14 (+2)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 12 (+1)
Size: Medium
Height: 5' 8"
Weight: 200 lb
Skin: Pale
Eyes: Blue
Hair: Blond; Curly; Light Beard




Total Hit Points: 6

Speed: 30 feet

Armor Class: 15 = 10 +2 [leather] +3 [dexterity]

Touch AC: 13
Flat-footed: 12
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +0 = 0 [base]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (handheld): +2 = 0 [base] +2 [strength]
Attack (unarmed): +2 = 0 [base] +2 [strength]
Attack (missile): +3 = 0 [base] +3 [dexterity]
Grapple check: +2 = 0 [base] +2 [strength]


Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.



Region of Origin: Breland

Languages: Common Dwarven Elven


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]


Feats:

Dodge
Mobility

Traits:
Skill Ability Modifier = Ability + Ranks + Misc.
Appraise Int 4 = +2 +2
Balance Dex* 5 = +3 +2
Bluff Cha 3 = +1 +2
Climb Str* 4 = +2 +2
Concentr. Con 0 = +0
Craft Int 2 = +2
DecipherScript Int 4 = +2 +2
Diplomacy Cha 2 = +1 +1
Disable Device Int 6 = +2 +4
Disguise Cha 2 = +1 +1
Escape Artist Dex* 4 = +3 +1
Forgery Int 3 = +2 +1
Gather Inf. Cha 2 = +1 +1
Heal Wis -1 = -1
Hide Dex* 5 = +3 +2
Intimidate Cha 1 = +1
Jump Str* 2 = +2
Listen Wis 1 = -1 +2
Move Silently Dex* 5 = +3 +2
Open Lock Dex 7 = +3 +4
Perform Cha 1 = +1
Ride Dex 3 = +3
Search Int 5 = +2 +3
Sense Motive Wis 1 = -1 +2
Sleight of Hand Dex* 6 = +3 +3
Spot Wis 1 = -1 +2
Survival Wis -1 = -1
Swim Str** 2 = +2
Tumble Dex* 6 = +3 +3
Use Magic Dev. Cha 3 = +1 +2
Use Rope Dex 3 = +3


* = check penalty for wearing armor


Human


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Rogue

Sneak Attack +1d6

Trapfinding


Class HP rolled
Level 1: Rogue 6




Sir Rupert d'Orien's Equipment:

Weapons / Armor / Shield (from above) 18 lb
Sling bullets (group of 10) x1 5 lb
Caltrops 2 lb
Flint and steel
Lantern (hooded) 2 lb
Mirror 1 lb
Rope (50', silk) x1 5 lb
Whetstone 1 lb
Thieves' tools 1 lb

Total 35 lb





More about Sir Rupert d'Orien:

Sir Rupert d'Orien claims to be for a house far to the east. He says he is a young heir, travelling the world for his own pleasure before taking up the care of his fathers vast estates. In reality he's a con artist, raised on the streets of trolanport. Now he's travelling around, making money of off well to do merchants and the like, allways one step ahead of his previous victim. He has his own peculiar sense of justice, and he'll never take from those in need. Anyone else is a fair target.
 

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