Red Hand of Doom

Kularian

First Post
Greetings, I'm also quite interested in this game. I've got a character in the works, a Gnoll Ranger. I was wondering, though, if I could drop the Animal Companion and Spells in exchange for a d10 hit die? If not, that's fine, and I don't blame you, but the concept I have for the character really doesn't reflect on those attributes.

I've got his stats and equipment all written up, I'm just working on the history. But I'll get to that later, as I've been up all night working on other projects before I got around to this. It'll most likely be up later today. Let me know what you think!

Kularian
 

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Mr_Spicoli

Explorer
Here is the Warmage character

Kyrgynn Talsos

Gender and Race: Male Elf
Size and Type: Medium Humanoid
Height and Weight: 5' 9" 169 lbs
Age: 130
Alignment: Chaotic Neutral
ECL: Warmage 5 (going for Incantrix or Mystic Thuerge)
Experience: 10000/15000


Str 12 +1
Dex 16 +3
Con 14 +2
Int 13 +1
Wis 11 +
Cha 16 +3 (18 +4 modified)


Miscellaneous Statistics
Hit Points: 29
[5 HD] [5 Warmage+ (1 HD + 2 Con)]
Armor Class (Normal): 18 , 19 w shield
[+10 Base, +3 Dex, +4 Armor]
Armor Class (Touch): 13
[10 Base, 3 Dex]
Armor Class (Flat-Footed): 13
[+10 Base, +3 Armor]
Initiative: +3
[3 Dex]
Base Attack Bonus: +2
(+2 warmage)
Grapple: +3
[+2 BAB, +1 Str]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 53.5 lbs, Light encumbrance
[0-58 (Light), 59-116 (Medium), 117-175 (Heavy)]

Saves
Fortitude: +3
[+2 Con, +1 warmage]
Reflex: +4
[+3 Dex, +1 warmage]
Will: +4
[+ Wis, +4 warmage]

Melee Attacks
flail +3, 1d8+1, (20/x3), Bludgeoning, Piercing
[+1 Str, +2 BAB]

Ranged Attacks
Composite Longbow +6/+4, 1d8+1, (20/x3), Range 110 ft, Piercing,[ench+1, +3 Dex, +2 BAB]

Special Attacks & Abilities

Spontaneous casting:can spontaneously cast summoning spells that aren't prepared.
Armored mage (light)
Warmage Edge
Advanced learning
At 4th,6th,8th etc. can replace 1 know spell with a new one.

Feats

Simple Weapon Proficiency
Simple Armor Proficiency (light)
Simple shield Proficiency (light)
Weapon Proficiencies: Longsword, Rapier, Longbow(Composite Longbow), Shortbow(Composite Shortbow).
point blank shot
rapid shot
heighten spell

Spells known
0th-6 read magic, detect magic, resistance, dancing lights, message, mage hand
1st-4 +1=5 magic missile, mage armor, grease, shocking grasp, protection from evil
2nd-2 +1=3 scorching ray, web, glitterdust
Spells Per Day
0th-6
1st-6 +1=7
2nd-4 +1=5

Spells memorized (any from sorcerer known list)

DC to save against warmage spell is: 10+spell lvl +cha bonus

At 4th,6th,8th etc. can replace 1 know spell with a new one.

Skills
Total Skill Points:36
[36 Warmage]
Languages: Common, Elven, Orc, Giant, Dwarven, Draconic,

Armor Check Penalty: -1
[-1 Armor]

Balance: +3

Bluff:

Climb: +1

Concentration: 9
[+1 Str, (8 (warmage))]
Craft:

Decipher Script:
[+, ( (warmage))]

Diplomacy:+5
[+4 Cha, (2 (warmage))]


Escape Artist
[+3 Dex, (1 (warmage))]

Gather Information +6
[+4 Cha, (4 (warmage))]

Hide: +3
[+3 Dex, (0 (warmage))]

Intimidate: + 7
[+4 Cha, ( 3 Warmage)

Jump: +2
[+1 Str, (1(warmage))]

Knowledge arcana: +6
[+1 Int, (5 Warmage)]
Knowledge history: +4
[+1 Int, (3 Warmage

Listen: +2
[+ Wis, ( (warmage)), +2 Racial]
Move Silently: +3
[+3 Dex, (0 (warmage)), - ACP]

Profession Soldier +2
[+ Wis, (+2 warmage)]

Search: + 3
[+1 Int, + (0(warmage +2 racial]
Sense Motive: +0
[+0 Wis, (0 (warmage)]

Spellcraft: +6
[+1 Int, (5 (Warmage)]
Spot: +4
[+0 Wis, +2 (warmage) +2 racial]
Survival: +0
[+ Wis, + Ranks ( (warmage)]
Swim: +1
[+1 Str, + Ranks ( ( )), -1 ACP]
Tumble
Use magic device
Use rope

Equipment Worn and Carried
Traveler’s Outfit
[0 lbs] [0 gp]

mw mighty composite longbow +1 str
[3 lbs][500gp]
Longsword
[4 lbs][15 gp]
Light steel shield
[6 lbs][9 gp]
Chain shirt +1[+5 Armor Bonus, +5 MDB, -2 ACP, 15% ASF]
[25 lbs][1250 gp]

Cloak of charisma +2 4000gp
Wand of cure light wnds (50 chgs) 750 gp
Backpack[*=Items in/on Backpack]
[2 lbs][2 gp]
Bedroll[*]
[5 lbs][1 sp]
Rations, Trail[*]
[5 lbs][2 gp 5 sp]
Signet Ring[Crest of the merchants guild]
[-- lbs][5 gp]
Pouch[Holds Gold and other valuables]
[0.5 lbs][1 gp]
(30) Arrows
(20 masterwork arrows)
(25 silver arrows)
[0.15 lb each = 9 lbs] [0.05 gp each = 178 gp]


Expendable Items
3 potions of cure light wounds 150 gp*
3 potions of cure moderate wounds 450 gp*
2 potions of shield of faith +2 100 gp*
1 potions of cure dises 150 gp*


(Qty 3) Scroll of sleep [CL 1]
[0.1 lb each = .1 lbs][25 gp each = 75 gp]
(Qty 2) Scroll of charm person[CL 1]
[0.1 lb each = .1 lbs][25 gp each = 50 gp]
(Qty 2) Scroll of enlarge person[CL 1]
[0.1 lb each = .1 lbs][25 gp each = 50 gp]

(Qty 2) Scroll of feather fall[CL 1]
[0.1 lb each = .1 lbs][25 gp each = 50 gp]
(Qty 1) Scroll of jump[CL 1]
[0.1 lb each = .1 lbs][25 gp each = 25 gp]
(Qty 2) Scroll of reduce[CL 1]
[0.1 lb each = .1 lbs][25 gp each = 50 gp]
(Qty 2) Scroll of resiste energy[CL 3]
[0.1 lb each = .1 lbs][150 gp each = 300 gp]
(Qty 1) Scroll of levitate[CL 3]
[0.1 lb each = .1 lbs][150 gp each = 150 gp]
(Qty 2) Scroll of mirror image[CL 3]
[0.1 lb each = .1 lbs][150 gp each = 150 gp]
(Qty 2) Scroll of invisibility [CL 3]
[0.1 lb each = .1 lbs][150 gp each = 300 gp]
(Qty 1) Scroll of gaseous form [CL 5]
[0.1 lb each = .1 lbs][375 gp each = 375 gp]
(Qty 1) Scroll of see invisibility [CL 3]
[0.1 lb each = .1 lbs][150 gp each = 150 gp]
(Qty 1) Scroll of see lightning bolt [CL 5]
[0.1 lb each = .1 lbs][375 gp each = 375 gp]

flask of oil 1 flask
[1 lb each = 2 lbs][1 sp each = 1 sp]

Money: 92 GP

Proficiencies: Proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Proficient with light armor, & shields.


Abilities: +2 Dex, -2 Con
Size: Medium creature
Speed: Base land speed is 30 ft.
Immunities: Immune to magic sleep effects
Saves: +2 bonus on saves versus enchantment spells or effects.
Low-Light Vision: See double the length a human can in poor illumination.
Weapon Proficiencies: Longsword, Rapier, Longbow(Composite Longbow), Shortbow(Composite Shortbow).
Skills: +2 Racial Bonus to Listen, Search, and Spot.
Sight: Automatically makes a search check to discover a secret door when they pass within 5 ft of it.
Languages: Common, Elven, Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard



Appearance: A tall thin man with sunburnt complextion. He wears his black hair long. He has a thin sleek nose and red cheeks. His gray green eyes are always shifting with intensity. He is muscular yet tall, lending for a deceptively thin appearance. He moves technically like that of an athletic runner. He dresses in military fashion and armor on duty, and as a spry young mage off duty.

Personality:
Kyrgynn is a charming yet arrogant man. He loves to charm friends and ladies alike with a carefree money spending aqttitude. He enjoys music, poetry, & the tales spun by talented bards. He is steafast in his knowledge of his powers and the presence he commands. As a squad officer he is used to both leading melee fighters, and devising tactics & strategies. Much of his military experience carries over to his free time. His attitudes towards commoners, service employees, and women he is pursuing is pretty similar. For the women it works well mostly, because he knows when to push it, when not to. For the commoners and employees he can sometimes wear thin.
He has skillful abilities of diplomacy and intimidation that he chooses appropriately to suit the situation. More often then not various degrees of each can be combined for the best results, and he has excelled in that.

Background:
When Kyrgynn was 19 he set out with his friends to find themselves and the world. He traveled all the way across Khorvaire by hitching rides on wagons and carts. He was always into music and tales, and learned to play the lute. He loved listening and telling great tales and of humorous escapades. He became quite a good caravan entertainer as well as guard. When his caravan was waylayed by bandits, they took all the merchants captive as slaves. Here he was indoctrinated into the Cult of Odilammara, the old deity of Art, Revelry & Pleasure. He found an unexpected secret of wisdom from this cult. That knowledge was also pleasure instead of just power. The secrets of knowledge were close to this cult and they hired their services to other orders, sages, and mages for recordkeeping and book copying. The activities of the cult interwove with arcane pursuits as well. A girl from the cult introduced him to arcane spellcraft and started teaching him the basics. She fled with him from the bandit cult to the city.
In the city they entered the Collegia Arcanus where he learned the ways of arcane secret. His arcane studies mixed well with his love of exploration. He chose to further his studies on his own and work as a mercecenary in a couple of companies. He became interested in learning the art of casting in combat, and using armor while casting. He befreinded & studied under the tutelage of a Warmage in the mercenary company who divulged to him the secrets of armored casting.
He has worked for the guard and watches of cities and towns as well as mercenary companies. Loyal to those loyal to him, he can be trusted to the end. Screw him over once, or threaten his companions and you have yourself an enemy.
 
Last edited:

Kularian

First Post
Code:
[B]Name: Taargash Kinslayer, "Tar" for short[/B] 
[B]Class:[/B] Monstrous Humanoid 2 / Ranger 2
[B]Race:[/B] Gnoll
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] None

[B]Str:[/B] 22 +6 (13p.)	[B]Level:[/B] 5	[B]XP[/B]: 12500
[B]Dex:[/B] 16 +3 (10p.)	[B]BAB:[/B] +3		[B]HP:[/B] 38 (4d8+12)
[B]Con:[/B] 16 +3 ( 6p.)	[B]Grapple:[/B] +9	[B]Dmg Red:[/B] None
[B]Int:[/B] 11 +0 ( 5p.)	[B]Speed:[/B] 30'	[B]Spell Res:[/B] None
[B]Wis:[/B] 10 +0 ( 2p.)	[B]Init:[/B] +3	[B]Spell Save:[/B] None
[B]Cha:[/B]  8 -1 ( 2p.)	[B]ACP:[/B] -3		[B]Spell Fail:[/B] 35%
			[B]Craft Points:[/B] ????

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+2	+3	+0	+1	+0	21
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 18

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	6	+3		+9
[B]Ref:[/B]	3	+3		+6
[B]Will:[/B]	0	+0		+0
[B]Notes:[/B]

[B]Weapon			       Attack	Damage	Critical[/B]
MW Greatsword			+8	2d6+6	19-20/x2
Composite Longbow(+6 Str) + 1	+7	1d8+7	   20/x3
[B]Notes:[/B]

[B]Languages:[/B] Common, Gnoll

[B]Abilities:[/B] Darkvision 60ft, Natural Armor +1

[B]Feats: [/B] Track, Favored Enemy: Gnoll, Wild Empathy, Combat Style: Archery, Point Blank Shot, Monkey Grip

[B]Skill Points:[/B] 22	[B]Max Ranks:[/B] 7/3.5
[B]Skills	       Ranks	Mod	Misc 	Total[/B]
Listen		 6	 0		 6
Spot		 6	 0		 6
Hide		 4	 3(0)		 4
Move Silently	 4	 3(0)		 4
Speak Language	 1	 n/a		 Common

[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
MW Greatsword		 350gp	 8lb
Comp.Longbow +1(+6 str) 3000gp   3lb
Arrows (20)		   1gp   3lb
Chain Shirt +1		1250gp	25lb
Heavy Steel Shield        20gp  15lb
Ring of Sustenance	2500gp	 0lb
Wand of Light		 375gp	 0lb
Wand of CureLight Wounds 750gp   0lb
Wand of Enlarge Person   750gp   0lb
Belt Pouch		   1gp	.5lb

[B]Total Weight:[/B] 54.5lb	[B]Money:[/B] 3gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	173	346	520	1040	2600

[B]Age:[/B] 21
[B]Height:[/B] 7' 8"
[B]Weight:[/B] 320 lbs
[B]Eyes:[/B] Yellow
[B]Hair:[/B] Black
[B]Skin:[/B] Dark Grey/Black

Appearance: Taargash, at a simple glance, appears to be nothing more than your standard gnoll. Big, brutish, and the animalistic appearance that marks all gnolls. But upon closer inspection, once can see subtle differences between him and other gnolls. For one, the hyena-like features are dulled somewhat from his darker fur, making him appear almost wolf-like in appearance. Another is that he stands more upright, and seems a great deal more controlled than a standard gnoll. This is further evidenced by a look into his eyes. Where there is normally bloodlust and a love of battle, there only resides cool determination and perhaps a hint of despair.

On his hip is a truly monstrous blade which Taargash wields easily with one hand, that most would only be comfortable wielding with two. In battle he is a fearsome foe, his body and armor turning aside attacks that would put the most stalwart of warriors in their graves. The bow he carries with him is a stern reminder that life, however important, can be taken in an instant. The longbow is made from thick wood, enough so that most would barely be able to get a hand around it. Part of its construction involves a few strips of steel, furthering the power that it commands. Taargash has never met another that could draw back the bow all the way, and prides himself on that fact.

Personality: The gnoll known as Taargash Kinslayer is a complex case. His temperament is a great deal more civilized than his bretheren, and he knows it. He will take great offense to any who compare him to the "gibbering idiots," as he often calls the standard gnoll. Very honorable, the gnoll takes any agreement made very seriously, though he will not hesitate to cut down those who breach it. Unlike his bretheren, who tend to attack in a disorganized manner, Tar tends to work in a single-minded determination. Focusing one one opponent, he'll make quite certain of their detachment from life before moving onto the next.

In combat, he normally fires rounds from his Greatbow at enemies until they realize the power behind the shots and attempt to fight in close quarters. Once they start approaching, Tar will close in as well, drawing out his Greatsword and shield. If his enemy specializes in ranged though, he'll get as close as possible as quickly as he can, and will possibly use his greatsword two-handed against easier-to-hit enemies.

Background: Taargash's past isn't something that you would find in most books about gnolls. To the opinion of most, Gnolls are nothing more than hyena-faced demons who delight in torture. Even from the time he was born, Tar was slightly different. While he loved battle, the rush of fighting opponents both skilled and unskilled, he didn't much care for the after battle events. The slaughter would commence of all the captured prisoners, and their screams could be heard for miles throughout the night. Tar usually avoided this, and took his share of the treasure, comparing it to his current equipment and testing it.

Often, he was made a mockery of by his fellow clanmates, and more than once the public taunting ended in a brutal brawl between the two. Despite his "softer-hearted" tendencies, Tar was a capable warrior, and rarely walked away with a loss. That didn't help things though, as strength mattered little in their tribe, and cruelty took precedence over everything. The more cruel a gnoll was, the higher prestige he had within the tribe, which Tar didn't believe was right.

Eventually, he grew tired with the way life was approached by his tribe, and deserted in the dead of night. Having come into possession of a ring some time ago that allowed him to live without needing to eat or drink anything, and get by on extremely few hours of sleep, he was able to quickly move from the encampment. Life alone wasn't as grand as he'd imagined it, and more than once he thought about returning. But he knew what awaited him there, and by far, lonliness was a much better punishment.

Several days after leaving, he heard the sounds of battle coming from the main road, which he had purposely stayed away from. Interest won out against caution, and he crept along the shadows, looking for what was happening. It appeared that a wagon was under assault by a group of bandits, made of several different races. Defending the wagon was a pair of fearsome warriors, a half-orc and a dwarf, looking to have few problems cutting down the bandits. But despite their ferocity, the numbers were overwhelming them.

Acting on sheer instinct, the gnoll broke cover, charging toward the group of bandits with his battle axe. As he charged, he called out haltingly in Common, "Orc-kin, friend!" The half-orc looked up at the declaration, and fought with renewed vigor as the gnoll joined the fray, which was enough to drive off the bandits. All three warriors suffered injuries, but the wagon, and the merchant inside, were safe. Surprisingly, the half-orc spoke Gnoll fluently enough for the two to communicate, and Tar found out the situation.

The half-orc was a paladin, (which shocked Taargash even more,) and was defending the wagon at the request of his friend, the dwarf. The paladin's name was Erdrick, which was decidedly human, leading Tar to believe the warrior had been raised by humans, rather than his other bestial ancestors. At first, both the companions were wary of the gnoll, knowing their reputation. But the half-orc, used to such treatment from others, was the first to accept the creature as a friend.

The next few years, the three made small names for themselves, and some inns began to ignore the fact that Tar was a gnoll. To them, he was simply another patron. Between Erdrick and Schan, the dwarf, Tar eventually learned how to speak Common, which allowed him to be more independent when they weren't together. But a quest from a mysterious young wizard put an end to their slowly growing legend.

The wizard had asked them to venture to a nearby ruined tower, which used to be his, and clear out the monsters which had infested it due to a failed experiment. Once at the tower, it became quickly apparent that whatever experiment had failed, it had dealt exclusively with fire. Magmin, Hellhounds, and Flame Mephits were abound on each floor, making the warriors wish they had brought some form of burn-relief ointment. Unwilling to stop and take a breather, they continued up the stairs until they reached the top floor.

A powerful Salamander had made its home here, and though it was alone, it was more than enough of a challenge. Within seconds, Schan's body lay off to the side, several parts of him still on fire. Erdrick and Taargash fought bravely, but soon the paladin lay dying, and Tar's own weapon had been melted by the heat of the creature. Picking up Erdrick's greatsword, which had so far been untouched by the heat, he managed to connect with a powerful blow that tore the creature in half. There was nothing he could do for Erdrick, and the paladin died there as well, united with his god.

Only Tar emerged from the battle, and it was he who inherited the reward money. Feeling the best way he could reward his two friends for their companionship was to hold a burial for them. It took up most of the money, but it didn't bother him in the least. Upon returning to the tower to get their bodies, however, he found a monster of a bow leaning against the far wall, which he could barely pull back all the way. Taking this as a gift from Erdrick and Schan, he kept it, as well as Erdrick's blade. The best way to honor a warrior was to use his weapon in combat. Erdrick had said that before, and now he was able to carry on that tradition.

In the years that followed, Taargash did many more jobs, acting both as a mercenary and a wilderness guide, depending on what he was required to do. Most know of this gnoll, who is far more civilized than many of the main races, and a select few know him by name. What lies in store for him, he does not know, but the only way to move forward in life is one step at a time, regardless of what race one is.
 

Got the build done. Anybody know a source for poisons? I'd like to add a vial or two to the character but I don't know where they are.

[sblock]
Velka, Human Ninja 5
Medium Humanoid, Chaotic Neutral

STR: 10 (+0)
DEX: 18 (+4)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

Hit Points: 5d6 / XXX
Hit Dice: 5d6+5 (XXX hp)
Speed: 30ft <type if nessessary>
Initative: +8 (+4 DEX, +4 Feat)
AC: 18 (+1 Armor, +0 Shield, +4 DEX, +0 Size, +0 Natural, +3 Wis/Ninja; touch 17, flat-footed 14)
BAB/Grapple: +3/+3

Fort: +2 (+1 Base, +1 CON,)
Ref: +8 (+4 Base, +4 DEX, )
Will: +5 (+1 Base, +2 WIS, +2 Ki)

Attacks:
  • Hand Crossbow +8 ranged, 30' (1d4 19-20x2)
  • Dagger +7 ranged, 10' (1d4 19-20x2)
  • Dagger +7 Melee, (1d4 19-20x2)
  • Short Sword +8 Melee, (1d6 19-20x2)

Special Attacks:
  • Sudden Strike +3d6
  • Point Blank Crossbow +9, 1d4+1
  • Point Blank Dagger +8, 1d4+1

Special Abilities:
  • Ki Power 4x daily
  • Sudden Strike
  • Trapfinding
  • Ghost Step (Invisible)
  • Great Leap
    <Notes>

Skills: (72 points, max ranks 8/4)
  • Balance +6 (0 Ranks, +4 Dex, +2 Synergy (Tumble)
  • Bluff +8 (8 Ranks, +0 Chr, +0 <bonus>)
  • Disable Device +12 (8 Ranks, +2 Int, +2 Equipment)
  • Escape Artist +6 (2 Ranks, +4 Dex, +0 <bonus>)
  • Hide +12 (8 Ranks, +4 Dex, +0 <bonus>)
  • Intimidate +10 (8 Ranks, +0 Chr, +2 Synergy (Bluff)
  • Jump +14 (8 Ranks, +0 Str, +2 Synergy (Tumble), +4 Great Leap)
  • Listen +6 (4 Ranks, +2 Wis, +0 <bonus>)
  • Move Silently +12 (8 Ranks, +4 Dex, +0 <bonus>)
  • Open Lock +14 (8 Ranks, +4 Dex, +2 Equipment)
  • Search +10 (8 Ranks, +2 Wis, +0 <bonus>)
  • Tumble +12 (8 Ranks, +4 Dex, +0 <bonus>)

Feats:
  • Improved Initiative
  • Point Blank Shot
  • Weapon Finesse

Languages:
  • Common
  • Draconic
  • Undercommon

Weapons:
  • Masterwork Hand Crossbow(400gp, 2lbs.)
  • Crossbow Bolts (50) (5gp, 5lbs.)
  • Daggers (5)(5gp, 5lbs.)
  • Masterwork Short Sword(310gp, 2lbs.)
  • Total (720GP, 14lbs)

Equipment:
  • Masterwork Thieves' Tools(100gp, 2lbs.)
  • Bracers of Armor +1(1000gp, -lbs.)
  • Everburning Torch (110gp, 1lbs.)
  • Bag of Endless Caltrops (2300gp, 3lbs.)
  • Bag of Holding 1 (2500gp, 15lbs.)
  • Total (6910GP, 29lbs)

Expendables:
  • 10 Days Rations(5gp, 10lbs.)
  • Smokesticks, 5 (100gp, 5lbs.)
  • Tanglefoot Bags, 2 5(100gp, 8lbs.)
  • Antitoxins, 2 5(100gp, -lbs.)
  • Total (305GP, 23lbs)
Total Expenditures: 7935GP
Wealth: 1065GP

Personality:
Velka is a total coward. Having grown up in a world populated only by a nearly-insane idiotic dragon, he's afraid of all sorts of things that he can't affect and might kill him at any time. He prefers to avoid combat entirely and use poison or a backstabbing sudden strike if he absolutely must kill something. His preferred target is an attack to the back, of an enemy who's asleep.
[/sblock]
 



Lot

First Post
Here's a draft of my character. Everything should be in order but let me know if something seems off or wrongly calculated.

Code:
[B]Name:[/B] Tullivan "Tully" Kriever
[B]Class:[/B] Rogue 3 / Barbarian 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] XXX ([B]Domains:[/B] XXX, XXX)

[B]Str:[/B] 18 +4       	[B]Level:[/B] 5	        [B]XP[/B]: XXXX
[B]Dex:[/B] 16 +3       	[B]BAB:[/B] +4		[B]HP:[/B] 41 (3d6+2d12+10)
[B]Con:[/B] 14 +2       	[B]Grapple:[/B] +8      [B]Dmg Red:[/B] None
[B]Int:[/B] 12 +1       	[B]Speed:[/B] 40'	[B]Spell Res:[/B] None
[B]Wis:[/B] 08 -1       	[B]Init:[/B] +7	[B]Spell Save:[/B] XX
[B]Cha:[/B] 12 +1        	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%
			        [B]Craft Points:[/B] XXXX

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+0	+3	+0	+1	+0	19
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 16

[B]	Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	4	+2		+6
[B]Ref:[/B]	3	+3		+6
[B]Will:[/B]	1	-1		+0
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical[/B]
Guisarme +1		+10	2d4+7	   x3
Greatsword, MW		+9	2d6+6	19-20/x2
Dagger  		+8	1d4+4	19-20/x2
Dagger, thrown          +7      1d4+4   19-20/x2
Comp. Longbow, MW(Str+4)+7      1d8+4   19-20/x2

[B]Notes:[/B]

[B]Languages:[/B] Common, Orcish

[B]Abilities:[/B] Sneak Attack (2d6); Trapfinding; Evasion; Trap Sense; Fast Movement; Rage (1/day, 8 rnds, +4 Str, +4 Con, +2 Will saves, -2 AC); Uncanny Dodge 

[B]Feats: [/B] Power Attack; Cleave; Improved Init. 

[B]Skill Points:[/B] 60	[B]Max Ranks:[/B] X/X
[B]Skills		Ranks	Mod	Misc 	Total[/B]
Balance         6       +3      +2      +11
Bluff   	6	+1		+7
Climb   	5	+4		+9
Diplomacy       0       +1      +2      +3
Handle Animal 	2	+1		+3
Hide            6       +3              +9
Intimidate      0       +1      +2      +3
Jump	        5	+4	+2	+11
Knwldge: Local  3       +1              +4
Knwldge: Nature 3       +1              +4
Listen          3       -1              +2
Move Silently   5       +3              +8
Open Lock       3       +3              +6
Ride            2       +3              +5
Search          2       +1              +3
Sense Motive    4       -1              +3
Sleight of Hand 0       +3      +2      +5
Spot            5       -1              +4
Survival        3       -1              +2
Swim            2       +4              +6
Tumble          5       +3      +2      +10
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Guisarme +1		2309gp	12lb
Mithril Chain Shirt +1	2250gp	12.5lb
Amulet of Nat. Armor +1 2000gp	 -
Greatsword, MW          350gp   8lb
Comp. Longbow, MW(Str+4)800gp   3lb
Arrows (40)             2gp     6lb
Daggers (4)		8gp	4lb
Backpack		2gp	2lb
Flint and Steel         1gp      -
Chalk                   1cp      -
Waterskin               1gp     4lb
Everburning Torch       100gp   1lb
Tindertwigs (5)         5gp      -
Oil (1-pint flask) (3)  3sp     3lb
Heavy Horse              -       -
  Riding Saddle         10gp    25lb
  Bit and Bridle        2gp     1lb
  Feed (3 days)         15cp    30lb
  Rations (7 days)      35sp    7lb
  Bedroll 		1sp	5lb
  Blanket, winter       5sp     3lb
  Ale, gallon in jug    2.3sp   17lb
  Tent                  10gp    20lb

[B]Total Weight:[/B]55.5lb	[B]Money:[/B] 1145gp 2sp 2cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	XXX	XXX	XXX	XXX	XXX

[B]Age:[/B] 26 
[B]Height:[/B] 6'3" 
[B]Weight:[/B] 245 lbs
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown (balding but shaved)
[B]Skin:[/B] Tan

Appearance:Tall and thickly muscled, Tullivan has the appearance of an experienced and dangerous warrior. His skin is tanned by years in the sun and his eyes and hair are both a dark-brown. Tully's eyes are expressive but often hidden in the shadows by the deep-set of his eyes. His expression is stoic and unemotional, creating (undeservedly) a sense of wisdom. Tully's balding head is shaven to the skin. He wears thick trousers, a loose fitting tunic, his enchanted chain shirt, and thick but comfortable walking boots. Tully wears a long gray cloak with a deep hood. He carries his magical polearm at all times and has a large blade across his back.

Personality:Tullivan is a relatively likeable sort, seemingly pretty cold on first impression but possessing a sarcastic sense of humor and a strong sense of loyalty. Despite a wisened appearance, Tully is rather impulsive. He is short on discipline, hates being controlled by authority. and quick to make poor decisions.

Background:Born into the small nomadic Crowtusk tribe on the cold tundra, Tully was orphaned at an early age. His mother died at the hands of an orc raid. His father was executed by the chief when he was found in bed with the chief's wife. Seen as a burden on the tribe but innocent of any crime, Tully was left to fend for himself, resorting to basic petty thievery amongst his people to survive. As a young man, Tully grew in size and strength. However, he was eventually banished for his crimes, forced to fend for himself on the plains. Lacking much in the way of survival skills, Tullivan moved to the nearest civilization to become an adventurer. Using his skills as a thief as well as his native-born battle skills, Tully found himself going on various adventures and always getting into trouble. Tullivan has recently found himself amongst kindred spirits whom he trusts to keep him out of trouble.
 

If there's still room for another player to join, I'd be interested! :)

Two questions, however:

1.Where will the game be set? FR? or *generic*?

2. What level shall my character be, if I am allowed to join?
 

Kularian

First Post
A few answers to your questions...

1.Where will the game be set? FR? or *generic*?

The location is not set in any specific region but does overlay in the Forgotten Realms. The region, Elsir Vale, should be easy to put into any standard d20 campaign ranging from Kingdoms of Kalamar and Greyhawk, to the Forgotten Realms.

~exerpt from a review. Hope that helps.

2. What level shall my character be, if I am allowed to join?

Starting level will be 5th (due to party size)

LA races up to +3 on case by case basis

Starting wealth as per DMG (most expensive item not more than 50% of that)

~exerpt from initial post.

Hope this helps you out. And as far as I understand, he's only taking the first ones that make their character, so you might want to get a move on, ;)
 


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