A Bloody Little Tale: The Valiant


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Moon_Goddess

Have I really been on this site for over 20 years!
Relon Debaro
Human Wilder 1
NG Medium humaniod (human)
Init +2, Senses Listen +2, Spot +0
Languages Common, Goblin, Ignan
________________________________________

AC14; flatfooted 12; touch 12
hp7
Fort +1; Ref +2; Will +2
________________________________________

Speed 30ft. (6 squares)
Melee dagger +1 (1d4/19-20)
Ranged light crossbow +2 (1d8/20)
Base Atk +0; Grp +1
Combat Gear potion of cure light wounds
Power Points/Day 5; Powers Known (ML 1st)
1st - energy ray (+2 ranged touch)
________________________________________

Abilities Str 12 Dex 14 Con 12 Int 14 Wis 10 Cha 16
SQ Wild Surge +1, psychic enervation
FeatsPoint Blank Shot, Psionic Talent
Skills Autohypnosis +2(2), Balance +4(2),
Bluff +5(2), Climb +3(2), Concentration +5(4),
Escape Artist +4(2), Intimidate +4(1),
Knowledge (psionics) +4(2), Listen +2(2),
Psicraft +5(3), Sense Motive +2(2),
Slight of Hand +3(1cc), Tumble +4(2)
Possessions Light Crossbow (back)
Dagger (hip), Leather Armor (worn),
Quiver with 10 bolts (back),
Backpack (worn)
Flint and Steel​
Hooded Lartern​
Candle​
Wetstone​
1 days Trail Rations​
1 Sunrod​
Belt pouch (hip)
17gp, 17sp, 11cp
potion of Cure Light Wounds
Donkey with Pack Saddle
Bedroll​
Winter Blanket​
50ft. Hemp Rope​
Waterskin​
4 days Trail Rations​
4 Sunrods​
2 shirts (one green, one brown), woolen pants (brown),
blue pants, shoes, boots, apron, cloak

________________________________________

Wild Surge (Su) Relon is able to unleash a surge of
emotion while manifesting a power. Raising his manifestor
level the amount shown and all level dependant variables.
Augmentable powers manifesting during a wild surge are
augmented automatically without cost.

Psychic Enervation (Ex) A wild surge is dangerous, each time
he runs a 5% risk of becoming dazed and losing power
points equal to his wilder level
________________________________________

Appearance
Relon is a tall thin human male, he's typically clean shaven with unkempt shoulder length dark hair. He has fair skin and blue eyes. When traveling he dresses warmly often with a cloak pulled up around him. He often appears figity.
________________________________________

History
Even as a child Relon always had a bad temper, but when he was offended by a local official in his hometown, Relon reached out his hand to strike the man, but instead a stream of fire shot forth from his hand burning the man severely. Relon escaped the town guard and hide out for a time learning to control his power and to survive on the street, but when things got rough he made his way to New Groat to start a new life.
 
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Einan

First Post
Ulvan began life as a cobbler's son, the third of three sons. His parents could barely afford two children so a third was a burden on them they could ill afford. When he was three he was given to the temple of Drake as an offering. He was raised there, never to see his parents again. Ulvan was a slow student, but excelled in arms and physical activities. He became the peacemaker among the students, the kid who could calm most every situation without resorting to blows. He grew into a well-liked man, but one who was always afraid that he was 'faking it'. His secret fear causes him to overcompensate, sometimes being too helpful. He lives in silent fear that one day his shortcomings will be revealed and he'll be cast out of the order and forced to be alone and unwanted once again.

The man in front of you is pleasant looking, if plain, with brown hair and blue eyes. He wears well used armor that is a bit too large for him and fiddles with a wooden holy symbol that hangs around his neck. The hilt of a greatsword looms over his shoulder, well worn but well-cared for and always close to hand.

[sblock]

Ulvan Drakesman
Human Cleric of Drake
Chaotic Good
Age: 17
Height: 6'1"
Weight: 205 lbs
Look: Plain, brown hair with blue eyes, frown lines, and a usually pensive, slightly frustrated look

Str 14 +2
Dex 14 +2
Con 14 +2
Wis 14 +2
Int 10 +0
Cha 14 +2

HP 10
AC 16 (+4 armor, +2 dex)
Init +2
Fort +4, Ref +2, Will +4

BAB +0
Attacks: Greatsword +3 (2d6+3)
Feats Martial Weapon Prof (Greatsword) (b), Weapon Focus (Greatsword) (b), Combat Casting, Extra Turning (9x/day)

Skills:
Concentration +4 (2 ranks, +2 con)
Diplomacy +4 (2 ranks, +2 cha)
Heal +6 (4 ranks, +2 wis)
Knowledge (religion) +2 (2 ranks)
Spellcraft +2 (2 ranks)

Spells:

0 Level - 3 (Usually Light, Detect Magic, Guidance)
1 Level - 2+1 (Usually Command, Summon Monster 1 plus Magic Weapon)

Domains:
War (free weapon prof and weapon focus)
Healing (+1 caster level on healing spells)

Stuff:
Scale Mail (slightly too large)
Greatsword (named Foe-ripper)
Wooden Holy Symbol (much worn by handling)
Club (stout piece of wood. Just-in-case weapon)
backpack
torches
flint and steel
Flask of Holy Water
boots
3 days rations
waterskin (never wine)
Whittling knife and 2-3 pieces of good wood

[/sblock]
 
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Ion

Explorer
Lorrikh
[SIZE=-2]Half-Orc Fighter 1[/SIZE]

[imagel]http://homepage.usask.ca/~rad764/dnd/lorrikh-avatar.jpg[/imagel]

Lorrikh has a reputation around town; he's the strongest young man in the county. He is never been very creative, or had a very powerful personality, but that has never bothered him. A quiet man, Lorrikh has learned to take pleasure in repetition and the simple things in life. Fighting forms have always been the one thing he had a knack for, so he devoted much of his time to them. From a young age, Lorrikh has looked forward to being conscripted, and given a chance to serve the kingdom, and the day the messenger arrived was very exciting.. Lorrikh had long waited for the day he would be asked to join the Sirinilian army. This wasn't a conscription letter though, he was being asked to join the Tracker's Guild. What an honour!

[sblock]
Code:
Size/Type:  	Medium Humanoid (Half-Orc)
Hit Dice: 	1d10 + 2 (12)    
Initiative: 	+1 (+1 Dex)
Speed: 	30 ft. (20 ft. in armor)

Base Attack/Grapple: +1 / +6

		   	
Armor Class:   19 (10 + 1 Dex + 4 Scale mail +4 Tower Shield)     
Flat Footed:   18 (10 + 4 Scale mail +4 Tower Shield)			       
      Touch:   11 (10 + 1 Dex)		       
Armor check:  -14 (-4 Scale mail - 10 Tower Shield)	       

Attack: + 4 Spear (1d8 + 5 /x3) 
	(+ 1 BAB + 5 Str + 1 Weapon Focus - 1 Monkey Grip - 2 Tower Shield)
	
or	+ 0 Spear (1d8 +5 /x3, 20 ft.)
	(+1 BAB +1 Dex + 1 Weapon Focus - 1 Monkey Grip - 2 Tower Shield)

or	+ 4 Longsword (1d8 +5 19-20/x2)
	(+ 1 BAB + 5 Str - 2 Tower Shield)

	
Full Attack: 	as above.	

Saves: 	Fort	+4 (+2 base, +2 Con)
	Ref	+1 (+0 base, +1 Dex) 
	Will	+2 (+0 base, +2 Wis)

Abilities: 	Str 20, Dex 12, Con 14, Int 6, Wis 14, Cha 6

Skills: 	Survival +4 (2 ranks[cc] + 2 Wis)

Feats: 		Monkey Grip
		Weapon Focus (Spear)

Half-Orc Traits:
	Darkvision 60 ft.
	Orc Blood

Language: Common, Orc.
	
Treasure:				 (132.5 lb)
        Knife (boot)				 1 lb
	Spear (hand)				 6 lb
	Longsword (back)			 4 lb
	Scale Mail				30 lb
	Tower Shield				45 lb
	Cold weather outfit		       ( 7 lb)
	Backpack				 2 lb
		Bedroll				 5 lb
		Blanket, winter			 3 lb
		Explorer’s outfit		 8 lb
		Pot, iron			10 lb
		Pouch (100gp)			.5 lb
		Sack (food)			.5 lb
			Bread (2 loafs)		 1 lb
			Cheese, hunk of		.5 lb
			Meat, chunk of		.5 lb
			Rations, trail (3 day)	 3 lb
		Shovel				 8 lb
		Waterskin			 4 lb
	Pouch, belt				.5 lb
		Flint and steel			 - 
		Coins				 -
			 24 gp
			  9 sp
			 16 cp
	
Carrying Capacity
Light	Medium	Heavy
133 lb. 266 lb. 400 lb.

Alignment: Neutral Good
[/sblock]
 
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Ero Gaki

First Post
Rune Dweomerchild
-------------------------------------------------------------------------------------
Wizard (Diviner) 1
Medium Humanoid (Human)
Hit Dice: 1d4+2 (6 HP)
Initiative: +2
Speed: Move 30' (6 squares)
Armor Class: 12 (16 w/mage armor); Flatfoot 12; Touch 12
Base Attack/Grapple:+0/+0
Attack: Light Crossbow +2 (1d8), Dagger +0 (1d4), Quarterstaff +0 (1d6)
Space/Reach: 5 feet/5 feet
Special Attacks: Spells
Special Qualities: Summon Familiar, Divination Specialist (Barred School: Necromancy)
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 10
Skills: Concentration +6, Decipher Script +5, Knowledge (Arcana) +7, Knowledge (Planes) +5, Knowledge (History) +5, Knowledge (Religion) +5, Knowledge (Nature) +5, Knowledge (Dungeoneering) +5, Spellcraft +7
Languages: Common, Draconic, Infernal, Abyssal
Feats: Scribe Scroll, Collegiate Wizard, Sudden Still Spell, Alertness (when Taz is within arms reach)
Alignment: Neutral Good

Before you stands an unassuming and rather plain young man of 20 years. He has dark, mahogany skin and his head is clean shaven. His eyes are a deep, smokey gray which seem to stare knowingly at you, as if he can read your very thoughts.

Rune Dweomerchild, an assumed name, is a bright young man eager to explore the world of magic. He was trained in the mystic Art by his aunt, who lives in a small cottage in the woods. Finally free from his grueling time as an apprentice, Rune left to adventure, in order to gain knowledge, and expand his skills in the Art.
-------------------------------------------------------------------------------------

Spellbook

0 Level (Cantrips): All PHB spells
1st Level: Comprehend Language, Identify, Detect Secret Doors, Mage Armor, Magic Missile, Sleep, Endure Elements, Feather Fall, Tenser's Floating Disk


Tazenkaf, Rune's Familiar
Tiny Magical Beast (Rat)
Hit Dice: 1d8 ( 3 hit points)
Initiative: +2
Speed: 15 ft, Climb 15ft, Swim 15ft
Armor Class: 15 (+2 dex, +2 size, +1 natural arrmor); Flatfoot 13; Touch 14)
Base Attack/Grapple: +0/-12
Attack: Bite +4 (1d3-4)
Special Qualities: Low-Light Vision, Scent, Improved Evasion, Share Spells, Empathic Link, Natural Armor
Saves: Fort +2, Reflex +4, Will +3
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silent +10, Swim +10
Feats: Weapon Finesse
Alignment: Neutral Good


Equipment
Rune's Spellbook (26/100 pages filled)
Dagger
Potion of Cure Light Wounds
Quarterstaff, Light Crossbow w/20 bolts, Backpack, Bedroll, Spell Component pouch, Winter Blanket, 5 pieces of chalk, 6 days trail rations, 2 waterskins, 5 torches, Flint and Steel, 1 vial of black ink, inkpen, 1 pound of soap, 10 candles, two extra pairs of pants and shirts, and an 3 extra pairs of socks, travellers outfit.
Gp: 12, Sp: 5, Cp: 10
 
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steelshark

First Post
[imagel]http://www.onlinefiction.net/Ashes/EldothKron.jpg[/imagel]
Diego Delacosta, or signor Delacosta as he most often refers to him self, is a 6ft. tall slender built man with short, well combed, raven black hair and friendly looking deep blue eyes.
He wears a well groomed short chin-beard and his skin tone is tan, almost bronze.

He dresses himself in plain looking but well kept grey-brown robes and wears a simple rope belt around his waist.
The young man carries various other things with him like a waterskin, a heavily used leather backpack, a scroll tube and a small pouch made of brown linen tied to his belt.

The only thing not matching his general picture is a long delicate silver necklace with a small coin sized pendant depicting a flying dragon.





[sblock]Diego Delacosta, Human Psion(Telepath)1: CR1;
Medium-size Humanoid (human);

HD 1d4+1+4; hp 9;

Init +1; Spd 30ft.;

AC 11, touch 11, flat-footed 10;

BAB +0; Grap +0; Atk +0 melee (1d4, dagger) or
+1 ranged (1d4, dagger);

AL NG; SV Fort +1, Ref +1 , Will +4;
Str 10, Dex 12, Con 12, Int 16, Wis 14, Cha 14.

Skills: Concentration (4) +5, Diplomacy (4) +11
Know. (Psionics) (4) +7,
Know. (Nature) (4) +7,
Know. (Nobility & Royalty) (4) +7,
Listen +4, Psicraft (4) +7, Spot +4,
Sense Motive (4) + 6.

Feats: Alertness*, Nymph's Kiss, Psicrystal Affinity, Psionic Body.

Languages: common, draconic, gnome, sylvan

Power Points/Day: 2+1, 3.
Powers Known (1,Base Save DC = 13 + power level):
1st: Psionic Charm, Mind Thrust, Detect Psionics.

Psicrystal (Friendly): CR -
Diminutive Construct;

HD (1d4+1+4)/2; hp 4;

Init +2; Spd 30ft., climb 20ft.;

AC 16, touch 16, flat-footed 14;

BAB +0, Grap -17; Atk -;

AL NG; SV Fort +0, Ref +2, Will +2;
Str 1, Dex 15, Con -, Int 6, Wis 10, Cha 10.

Skills: Climb +4, Diplomacy (4) +4, Listen (4) +6,
Move Silently (4) +6, Know. (Psionics) (4) +2,
Know. (Nature) (4) +2, Know. (Nobility & Royalty) (4) +2,
Psicraft (4) +4, Search (4) +2, Sense Motive (4) + 4,
Spot (4) +2.

Feats: Alertness

Languages: common, (understand: draconic, gnome, sylvan)

SQ: Construct Traits, hardness 8,
psicrystal granted abilities (improved evasion, personality,
self-propulsion, share powers,
sighted, telepathic link)



Possessions:

grey-brown robe, soft shoes, rope belt, grey-green cloak,
beltpouch, psicrystal, dagger, backpack, bedroll,
case (map or scroll), 10 pcs. paper, inkpen, ink (1 oz.),
silk rope, 4 sewing needles, 0,2 lbs. soap, waterskin,
4 trail rations, potion of cure light wounds,
flint & steel, small steel mirror, 5 candles, silver necklace,
small wooden comb, 5cp, 4sp, 11gp.

load: light (27,7/33) (7,7 with backpack on mule)[/sblock]
 
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Voadam

Legend
Aristogoras
Human soulknife worshipper of Shadow
Neutral,

s 8 15 +2
d 6 14 +2
c 10 16 +3
i 2 10 +0
w 6 14 +2
c 0 8 -1

hp 13
AC 16 (+3 armor, +2 dex, +1 dodge)
Init +2
F +3, R +4, W +4
a +3 mind blade d6

Feats dodge, psionic weapon, weapon focus (mind blade)(b), wild talent(b),

Skills
Concentration 4 ranks +3, +7
Hide 4 ranks +2 +6
Listen 4 ranks +2 +6
Move Silently 4 ranks +2 +6
Tumble 4 ranks +2 +6

Studded leather armor
backpack
torches
flint and steel
good boots
Heavy dark hooded cloak
Rations
Rope 50'
Belt pouches

A quiet man, Aristogoras prefers actions over words. A practitioner of the soulknife school of combat, he believes in mind over matter and working to perfect his craft, the art of psionics applied to combat. By force of will he conjures a blade with which to dispatch his foes.
 

Azaar

Explorer
Farsis Nightshade: Male human warlock 1; Medium humanoid; HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +0; Atk or full atk +0 melee (1d6/20, light mace) or +0 melee (1d4/19-20, dagger) or +3 ranged touch (1d6, eldritch blast); SA --; SQ --; AL CG; SV Fort +2, Ref +2, Will +3; Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 15.

Skills and Feats: Bluff +3, Concentration +4, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Disguise +4, Knowledge (arcane) +4, Knowledge (the planes) +3, Knowledge (religion) +3, Search +3, Sense Motive +2, Spellcraft +4, Spot +2, Use Magic Device +6; Able Learner, Weapon Focus (eldritch blast).

Languages: Abyssal, Common, Draconic

Invocations Known (1 least): least -- see the unseen

Possessions: studded leather, light mace, dagger, backpack (1 week’s trail rations, bedroll, sack, 50’ rope (silk), 3 torches, flint & steel), tent, hooded lantern, 3 pints of oil, explorer’s outfit, 25 gp.

==================================================================

Originally from Tyvers, Farsis Nightshade has almost always been on the move, learning a number of skills in order to better hide his true nature. Nearly a century ago, his great-grandfather struck a pact with a succubus in an attempt to bolster his personal power. While Farsis’s ancestry did achieve a certain prominence, it was believed that the truth of their pact had been discovered, and the family line hunted almost to extinction as a result. Farsis’s grandfather changed his name, and taught his daughter (Farsis’s mother) how to hide among the masses for her own protection, and so on down to Farsis himself.

It was only three years ago that the abyssal pact that his great-grandfather had made caught up with Farsis, as his warlock abilities began to manifest themselves. Farsis immediately made certain to keep himself on the move, although he later discovered that his family had not been hunted by Tyvers as originally thought: Farsis’s great-grandfather had broken the pact, and the demons of the Abyss were not forgiving of such transgressions. Word of Farsis’s growing power began to spread, giving him a certain notoriety.

Farsis is, while perhaps not the most observant compared to roguish professionals, is typically the quiet sort who keeps an eye out for trouble -- especially the kind of abyssal trouble that he feels more and more certain is hunting for him. He likes to be prepared for any eventuality, although he knows that sometimes things happen that can’t be planned for. He seems somewhat aloof, mostly out of concern that allowing himself the luxury of any close friends will only bring about their doom. Still, however, if there’s a chance that he can learn more behind the abyssal pact that has made him who he is, Farsis will travel any road he must in order to maintain his freedom -- and perhaps, in the process, cause some mischief for the abyssal forces searching for him.
 

KikuNoMaru

First Post
Bremen Falath
Whisper Gnome Psychic Rogue 1
Psychic Rogue Class

Align: NG, Ht: 3'4", Wt: 42 lbs, Age: 54
(middle age: 133, old age:169)

STR 11
DEX 15
CON 13
INT 14
WIS 14
CHA 12

HP: 7
6+con

Init: +2
dex
Move: 30ft

BAB/Grapple: +0/+0;
melee: +1;
ranged: +3;

AC: 15; touch:12, ff:13;

Fort: +1
Ref: +4
Will: +2


Racial SQ:
  • +2 CON, +2 DEX, -2 STR, -2 CHA
  • Low Light Vision
  • Darkvision 60'
  • Small (+1 AC, +1 Att., +4 hide checks, carry 3/4)
  • Base speed 30 ft
  • +1 att Kobolds/Goblins
  • +4 dodge AC vs. Giants
  • +4 racial bonus to Hide and MS checks
  • +2 racial bonus to Listen and Spot checks
  • Cast silence, ghost sound, mage hand, message 1/day (caster lvl 1, DC 10 + cha + spell lvl)
  • Favoured Class: Rogue;

Class SQ:
  • Sneak attack +1d6
  • Trapfinding

Feats:
  • Extra Silence (can cast silence 3+cha times/day)

PP: 2/day
Powers:
Distract

Skills:
(6 + int)*4 = 32
[sblock]

Bluff (4) +5
cha
Concentration (4) +5
con
Disable Device (3) +5
dex
Hide (4) +14
dex + racial + small
Listen (4) +8
wis + racial
Move Silently (4) +10
dex + racial
Open Locks (3) +5
dex
Search (4) +6
int
Sense Motive (2) +4
wis
Spot (4) +8
wis + racial


Languages: Common, Gnomish, Terran;
[/sblock]

Gp: 19.65;
Equipment: (lt: 29, med: 57, hvy: 86)
[sblock]

Spear 1d6, x3, 20ft, size:sm, wt:3;
2gp
Dagger 1d3, 19-20/x2, 10ft, size:sm, wt:1/2;
2gp
Javelin x2 1d4, x2, 30ft, size:sm, wt:2;
3gp
Sword, short 1d4, 19-20/x2, size:sm, wt:1;
10gp

Leather Armr AC+2, ACP:0, spell failure: 10%, size: sm, wt:7 1/2;
10gp
Cold Weather Vestments wt:1.75
8gp

Belt Pouch x2 wt:1/4;
3gp
  • Signal Whistle x2
    1.6gp
  • Flint and Steel
    1gp
  • Rations, trail x4 days wt:1;
    2.5gp
  • Tindertwig x5
    5gp

Backpack wt:1.25;
2gp
  • Bedroll wt:1.25;
    1sp
  • Tent wt:5;
    20gp

Sack wt: 1/8lb;
1sp
  • Thieves Tools, MW wt:1;
    +2 to OL and DD
    50gp
  • Mirror, small steel wt:1/2;
    10gp
  • Waterskin wt:1;
    6cp
  • Bloodstone (est. value: 50gp)

total weight:28
[/sblock]
 
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