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RECRUITING: Perils of Thunder Island


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Jaedlyn

First Post
Editing needed.

Name: Nindiyan D'Evenant
Player: Kelly
E-Mail: Nindiyan@Hotmail.com

Race: Human
Class:Monk
Level: 5
ECL: +0 mod/total 5
XPs: 10000 current/15000 next level

Current DM: Dragonwriter
Patron God: Aohalliim
Alignment: Lawful Good
===================================
Str: 17
Dex: 14
Con: 14
Int:12
Wis:14
Cha:8
===================================
HP: 44
AC: 20 (+2 Dex, +2 Wis, +1 monk +0 Size, +1 Dodge, +2 Armor,+1 Natural Armor, +1 protection
Init: +2
Speed: 40 feet
BAB: +3
Mel: +6
Rng: +5
Fort: +6
Refl: +6
Will: +6
===================================
Special Abilities
Race:

Class: Flurry of Blows, Improved Unarmed Strike, Evasion, Still Mind, Ki Strike(Magic)
Slow Fall(20), Purity of Body.
Other:

===================================
Feats: Dodge(Human), Mobility, Improved Grapple(MB), Deflect Arrows(MB), Improved Dodge.

===================================
Languages: Common, Sylvan, Mulhati.

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise +1 (=0+1+0)
Balance +10 (=8+2+0)
Bluff -1 (=0-1+0)
Climb +11 (=8+2+0)
Concentration +2 (=0+2+0)
Craft (Untrained) +1 (=0+1+0)
Diplomacy -1 (=0-1+0)
Disguise +2 (=0+2+0)
Escape Artist +2 (=0+2+0)
Forgery +1 (=0+1+0)
Gather Information -1 (=0-1+0)
Heal +2 (=0+2+0)
Hide +6 (=4+2+0)
Intimidate -1 (=0-1+0)
Jump +11 (=8+3+0)
Listen +2 (=0+2+0)
Move Silently +6 (=4+2+0)
Perform (list type) -1 (=0-1+0)
Profession (Untrained) +2 (=0+2+0)
Ride +2 (=0+2+0)
Search +1 (=0+1+0)
Sense Motive +2 (=0+2+0)
Spot +2 (=0+2+0)
Survival +2 (=0+2+0)
Swim +11 (=8+3+0)
Use Rope +2 (=0+2+0)

Trained Only: +X (=Rank + Stat Mod + Other)
Craft (list type) +0 (=0+0+0)
Decipher Script +0 (=0+0+0)
Disable Device +0 (=0+0+0)
Handle Animal +0 (=0+0+0)
Knowledge (list type) +0 (=0+0+0)
Open Lock +0 (=0+0+0)
Profession (list type) +0 (=0+0+0)
Sleight of Hand +0 (=0+0+0)
Speak Language (list languages, 1 per rank)
Spellcraft +0 (=0+0+0)
Tumble +10 (=8+2+0)
Use Magic Device +0 (=0+0+0)
===================================
Magic Items (location, weight):
Amulet of Natural Armor +1(Neck, 1)
Armored Bracers +2(Wrists, 2)
Ring of Protection +1(Finger, 1)


===================================
Other Equipment: 10 potions of cure light wounds.
Weapons: Unarmed(1d8+3)

Armor, Clothes: Hooded Loose White Robe, Brown Monk's Outfit

-----------------------------------
Container: Backpack(2 lbs)

Contents: 4 days rations, Hardtack Jerky


Container: Waterskin(4 lbs)

Contents: Water!


-----------------------------------
Money
PP: 30
GP: 0
SP: 0
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-86 lbs.
Medium: 86-173 lbs.
Heavy: 173-260 lbs.
Current: 17 lbs.
===================================
Animals and Companions

Pack Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
-----------------------------------
Riding Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
===================================
Familiar/Animal Companion(s):
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Henchmen/Cohorts/Hirelings:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Magic
Spells per day:
Domains (If applicable):
Spells Known:
Lvl 1 Spells:
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
Spells Memorized:
Lvl 1 Spells:
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
===================================
Description (include Age, gender, height, weight, physical description):


Nindiyan is a young human woman who appears to be in her early 20's, standing at 5'4 and 125lbs, she is rather average of height for a human woman. She wears her dirty blonde hair short, reaching just past her neck and sitting rather loosely, almost unkempt but not quite it is apparent she brushes it regularly, the strands themselves are smooth and straight just without semblance of order.
Her eyes are a fierce green, a soft expression sitting on her face most of the time, but when battle calls they sharpen, seeming to gain a gleaming edge. Nindiyan keeps herself in perfect shape, her body honed to physical fighting perfection, slender and graceful, every movement of her body shows a readiness of the slightly toned muscles to spring into action.

Growing up with both her parents in the Kinrisar Navy frequently left the young girl in the care of her Aunt on Pari Ka'ansa in the Naval Academy. Thouroughly schooled, she was forced into the Naval Academy when she was just old enough to begin a naval career, it was not to be however, the girl simply hated the thought of spending most of her life on a ship, and quickly dropped from the Navy. Outraged, her parents and Aunt/Uncle agreed to send the girl away, to Do Kara to train as a soldier instead. She was found to be extremely competent in all of the arts martial, and was chosen to be a trainee for a new project, a group of fighters trained by a visiting Monk of the Peaceful Palm to be a fast moving strike team.

The monk however, taught the students more then simply how to fight, he taught them his philosophy and morals as well, the true things that made a monk a monk. After a year or two the Academy learned of these "Side" teachings, and forced the monk to seek another locale. The project was deemed a failure, and the students dismissed. Unable to return home, Nindiyan set out to explore the world, train herself, and expand her knowledge of the wider world.
 
Last edited:

Dragonwriter

First Post
Okay, it looks good. One thing, though... Are you sure you don't want to buy any healing potions, or things like that? 800 GP can get a nice bit of healing. And you just need to add the Kinrisar native language (Mulhati), and you are set.
 

DMReckless

First Post
Character Sheet.
Official 13 Kingdoms Character Sheet
Name: Dim
Player: Reckless
E-Mail: strattonel@yahoo.com

Race: Half-Ogre
Class: Fighter
Level: 4
ECL: +1 mod/total 5
XPs: 10000 current/ next level

Current DM: Dragonwriter
Patron God: Trandim
Alignment: Nuetral Good
===================================
Str: 24/26 (+8)
Dex: 12 (+1)
Con: 18 (+4)
Int: 6 (-2)
Wis: 8 (-1)
Cha: 6 (-2)
===================================
HP: 52 (4d10+1d8+16)
AC: 15 (+1 Dex, +0 Size, +4 Armor, +0 Shield)
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 feet
BAB: +4
Mel: +12
Rng: +5
Fort: +8 (4B+4Con)
Refl: +2 (1B+1Dex)
Will: +0 (1B-1Wis)

Attack: +1 Scythe +14 (2d4+15) Charging +16 (2d4+17) [20/x4]
Attack: Spiked Armor +12 (1d6+8) Charging +14 (1d6+10) [20/x2]
Attack: Masterwork Sling +6 (1d4+8) Range 50’ [20/x2]
===================================
Feats: Improved Charge, Improved Initiative, Power Attack, Weapon Focus (Scythe), Weapon Specialization (Scythe)

===================================
Languages: Common

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise -2 (=0-2+0)
Balance +1 (=0+1+0)
Bluff -1 (=0-1+0)
Climb +8 (=0+8+0)
Concentration +4 (=0+4+0)
Craft (Untrained) -2 (=0-2+0)
Diplomacy -2 (=0-2+0)
Disguise -2 (=0-2+0)
Escape Artist +1 (=0+1+0)
Forgery -2 (=0-2+0)
Gather Information -1 (=0-1+0)
Heal -1 (=0-1+0)
Hide +1 (=0+1+0)
Intimidate -2 (=0-2+0)
Jump +16 (=8+8+0)
Listen -1 (=0-1+0)
Move Silently +1 (=0+1+0)
Perform (list type) -1 (=0-1+0)
Profession (Untrained) -2 (=0-2+0)
Ride +1 (=0+1+0)
Search -2 (=0-2+0)
Sense Motive -1 (=0-1+0)
Spot -1 (=0-1+0)
Survival -1 (=0-1+0)
Swim +8 (=0+8+0)
Use Rope +1 (=0+1+0)

Trained Only: +X (=Rank + Stat Mod + Other)
Craft (list type) +0 (=0+0+0)
Decipher Script +0 (=0+0+0)
Disable Device +0 (=0+0+0)
Handle Animal +0 (=0+0+0)
Knowledge (list type) +0 (=0+0+0)
Open Lock +0 (=0+0+0)
Profession (list type) +0 (=0+0+0)
Sleight of Hand +0 (=0+0+0)
Speak Language (list languages, 1 per rank)
Spellcraft +0 (=0+0+0)
Tumble +0 (=0+0+0)
Use Magic Device +0 (=0+0+0)
===================================



Magic Items (location, quantity, weight):
Gauntlets of Ogre Power hands 1 4lbs
Everburning Torch tied to outside of backpack 2 2lbs


===================================
Other Equipment:

Weapons:
Scythe +1 1 10lbs
Bullets (Sling/50) 1 25lbs
Masterwork Sling (0 lbs.)

Armor, Clothes:
Spiked Chain Shirt (Mithral) 1 12lbs Special: 30hp/inch and 15 hardness
Spiked Armor 1 0lbs
Outfit (Explorer's) 1 8lbs

-----------------------------------
Bucket tied to backpack 1 2lbs
Pole (10 Ft.) tied to backpack 1 8lbs

--------------------------------------------
Backpack (109 lbs.)
Bedroll 1 5lbs
Canvas (Sq. Yd.) 6 6lbs
Climber's Kit 1 5lbs
Crowbar 1 5lbs
Fishhook 1 0lbs
Fishing Net (25 Sq. Ft.) 1 5lbs
Grappling Hook 1 4lbs
Hammer 1 2lbs
Lantern (Bullseye) 1 3lbs
Oil (1 Pt. Flask) 4 4lbs
Outfit (Cold Weather) 1 7lbs Special: +5 circumstance bonus on Fort saves vs cold
Outfit (Peasant's) 1 2lbs
Outfit (Scholar's) 1 6lbs
Pick (Miner's) 1 10lbs
Piton 10 5lbs
Sledge 1 10lbs
Spade or Shovel 1 8lbs
Tent 1 20lbs

Pouch (Belt) (26.5 lbs.)
Alchemist's Fire (Flask) 5 5lbs
Acid (Flask) 5 5lbs
Flask (Empty) 1 1lbs
Flask (Empty) 1 1lbs
Holy Water (Flask) 5 5lbs
Tanglefoot Bag 2 8lbs

Pouch (Belt) (4 lbs.)
Bell 1 0lbs
Flint and Steel 1 0lbs
Ink (1 Oz. Vial) 2 0lbs
Inkpen 1 0lbs
Mirror (Small/Steel) 2 1lbs
Silk (sq. yard) 1 0lbs
Whetstone 1 1lbs
Sewing Needle 1 0lbs
Signal Whistle 1 0lbs
Case (Map or Scroll) 2 0lbs
Chalk (1 piece) 5 0lbs
Parchment (Sheet) 4 0lbs

Sack (20.5 lbs.)
Rope (Silk/50 Ft.) 2 10lbs

Sack (13.5 lbs.)
Mug or Tankard (Clay) 4 4lbs
Pitcher (Clay) 1 5lbs
Hourglass 1 1lbs
Flask (Empty) 2 3 lbs

Sack (20.5 lbs.)
Rations (Trail/Per Day) 20 20lbs

Sack (5.5 lbs.)
Soap (Per Lb.) 5 5lbs

Sack (20.5 lbs.)
Waterskin (Filled) 5 20lbs

Total weight carried:
Current load: 286.5 Light
-----------------------------------
Money 5.5lbs
PP: 0
GP: 270
SP: 3
CP: 1
Gems/Other: 0
-----------------------------------
Load
Light: 0-306 lbs.
Medium: 307-613 lbs.
Heavy: 614-920 lbs.
Current: 286.5 lbs.
===================================
Description (include Age, gender, height, weight, physical description):

Standing easily eight feet high, and weighing almost as much as a horse, this hirsuit man is stuffed into too-small breeches, a well-worn and oddly patched shirt, and a shiny but spiky chain shirt. A sturdy belt strains under not only his girth, but the weight of two pouches as well. A backpack and several sacks strain with the weight of various goods he seems to carry with ease. His massive, dirt- and blood- covered gauntlets craddle a large scythe which glistens with seeming malice.
His slack-jawed expression, low, thicker-than-thumb unibrow, repeatedly broken nose, and jutting lower jaw barely serve to distract from the rest of his face, a pock-marked landscape of jarring proportions and odd patches of hair growing off three eye-sized moles. His voice is gravelly and slow, his words simple, but his heart beats for three men and his kindness and courage is matched only by his eagerness to protect the great city of his birth.

Dim worships Trandim in the sense that he worships any god. He believes strongly in fighting back evil and protecting those in need. To his slow mind, the lizards attacking the city might as well be evil dragons, and he intends to slay them before they can do their evil to the city. Also, he thinks they might be related, since their names are similar.
 
Last edited:

Dragonwriter

First Post
Looks good, Reckless. There's just one small thing... Urbanized has the feat Awareness (which I guess is the 3.0 version of Alertness) as a requirement... So, you'll either need to swap it for something else, or trade something in for Awareness/Alertness.

EDIT: And we can just roll that 1d8 bonus HP next session, so I see for sure what you get.
 
Last edited:

Arkhandus

First Post
It was just a typo in the setting guide; whoever made the Urbanized feat forgot that the core feat is Alertness, and accidentally listed it as Awareness.
 


lesser

First Post
Official 13 Kingdoms Character Sheet
Name: Tomrak the Trollslayer
Player: Niko Rintala (lesser)
E-Mail: niko_rintala@yahoo.com

Race: Mountain Dwarf
Class: Barbarian
Level: 5
ECL: +0 mod/total 1
XPs: 10 000 current/ 15 000 next level

Current DM: Dragonwriter
Patron God: Galvar Thuradoom
Alignment: CG (or NG if required to be same as Patron God)
===================================
Str: 16
Dex: (12) 14
Con: 20
Int: 8
Wis: 14
Cha: 8
===================================
HP: 76
AC: 18 (+2 Dex, +0 Size, +6 Armor) / 20 with shield (+2 Shield)
Init: +2
Speed: 30 feet
BAB: +5
Mel: +8
Rng: +7
Fort: +9
Refl: +2
Will: +3
===================================
Special Abilities
Race:
# Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
# 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.
# Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
# Stability: A dwarf gains 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.
# +2 racial bonus on saving throws against spells and spell-like effects.
# +1 racial bonus on attack rolls against orcs and goblinoids.
# +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
# +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.
# Automatic Languages: Common and Dwarven

Class:
Fast Movement (Ex) + 10 ft
Illiteracy
Rage (Ex) 2/day
Trap Sense (Ex) +1
Improved Uncanny Dodge (Ex)

Other:

===================================
Feats:
Combat Reflexes
Giant Killer
===================================
Languages:
Tradespeak, Galvic (Dwarven)

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise +0 (=0+0+0)
Balance +0 (=0+0+0)
Bluff -1 (=0-1+0)
Climb +8 (=5+3+0)
Concentration +5 (=0+5+0)
Craft (Untrained) -1 (=0 -1 +0)
Diplomacy -1 (=0-1+0)
Disguise -1 (=0-1+0)
Escape Artist +2 (=0+2+0)
Forgery -1 (=0-1+0)
Gather Information -1 (=0-1+0)
Heal +2 (=0+2+0)
Hide +2 (=0+2+0)
Intimidate +2 (=3-1+0)
Jump +8 (=5+3+0)
Listen +10 (=8+2+0)
Move Silently +2 (=0+2+0)
Perform (list type) -1 (=0-1+0)
Profession (Untrained) +2 (=0+2+0)
Ride +2 (=0+2+0)
Search -1 (=0-1+0)
Sense Motive +2 (=0+2+0)
Spot +2 (=0+2+0)
Survival +5 (=3+2+0)
Swim +3 (=0+3+0)
Use Rope +2 (=0+2+0)

Trained Only: +X (=Rank + Stat Mod + Other)
Craft (list type) +0 (=0+0+0)
Decipher Script +0 (=0+0+0)
Disable Device +0 (=0+0+0)
Handle Animal +0 (=0+0+0)
Knowledge (list type) +0 (=0+0+0)
Open Lock +0 (=0+0+0)
Profession (list type) +0 (=0+0+0)
Sleight of Hand +0 (=0+0+0)
Speak Language (list languages, 1 per rank)
Spellcraft +0 (=0+0+0)
Tumble +0 (=0+0+0)
Use Magic Device +0 (=0+0+0)
===================================
Magic Items (location, weight):
+2 Chain shirt (worn, 25 lb)
+2 gloves of dexterity (worn)
2 x potion of cure light wounds (belt pouch #1)
===================================
Other Equipment:
Weapons:
Dwarven Urgosh (held, 12 lb)
Dwarven waraxe (slung over back when not in use, 8 lb)
Kukri (sheath tied around right boot, 2 lb)
Spiked gauntlet (right hand, 1 lb)
2 light hammers (hanging from belt on hooks, 2x2 lb)
1 throwing axe (handle stuck under belt, 4 lb)

Armor, Clothes:
Shield, heavy, steel (slung on the back or held, 15)

Explorer's outfit
-----------------------------------
Container:
Backpack (2 lb)
Contents:
Bedroll (5 lb)
Flint & Steel
Sack (1/2 lb)
4 torches (4 lb)
5 days trail rations ( 5 lb)
waterskin, water (4 lb)
waterskin, ale (4 lb)

Container:
Belt pouch #1 (1/2 lb)
Contents:
Vial of Antitoxin

Container:
Belt pouch #2 (1/2 lb)
Contents:
4 alchemist's fire (4 lb)
Container:
Purse tugged under chain shirt and hanging around neck
Contents:
Valuables
-----------------------------------
Money
PP: 5
GP: 25
SP: 25
CP: 5
Gems/Other: 50 gp
-----------------------------------
Load
Light: 0-76 lbs.
Medium: 0-153 lbs.
Heavy: 0-230 lbs.
Current: 99 lbs. + valuables
===================================
Animals and Companions

Pack Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
-----------------------------------
Riding Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
===================================
Familiar/Animal Companion(s):
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Henchmen/Cohorts/Hirelings:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Magic
Spells per day:
Domains (If applicable):
Spells Known:
Lvl 1 Spells:
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
Spells Memorized:
Lvl 1 Spells:
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
===================================
Description (include Age, gender, height, weight, physical description):
Tomrak is a relatively young dwarf (age 48) with almost full grown reddish brown beard and there is a wild look in his sparkling eyes. He is slightly taller and heavier than the average dwarf and has muscular arms tattooed with some strange tribal markings. He is dirty and smelly, and his hair and beard, although partly braided are tangled and knotty. Tomrak appears
armed to the teeth due to the many weapons he carries.

Tomrak was orphaned at an early age, his parent slain by trolls. He never received a proper dwarvish upbringing and found the rigorous dwarven society hard to adjust to, hence he took to wandering. He has a deep hatred for trolls and has sworn to slay each and every one he encounters. Tomrak came to the island because he was led to believe there are trolls living there and he wants to seek them out and slay them.
 
Last edited:

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