3.0rd Edition D&D Power Game's Characters


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Allan Forest
Male Human Enchanter 1st lvl
XP: 667
Chaotic Good
Str 14
Dex 15
Con 16
Int 18 (20 for casting)
Wis 14
Cha 14

Hit Points 7
AC 12, Touch 12, Flat 10
Init +2
BAB +0, Grap +2
Speed 30 (base 30)
Fort +3, Ref +2, Will +4

Sizecategory, 6'0" tall, 170 wt, 23 yrs old
Fiery Red hair, Deep Blue eyes, Dark Brown skin

Speaks Common, Draconic, Elven, Dwarven, Ignan

+8 Alchemy (Rank:4, Int:4)
+7 Concentration (Rank:4, Con:3)
+8 Craft(Jewelry) (Rank:4, Int:4)
+8 Knowledge(Arcana) (Rank:4, Int:4)
+6 Knowledge(Nature) (Rank:2, Int:4)
+8 Knowledge(Plane) (Rank:4, Int:4)
+6 Knowledge(Religion) (Rank:2, Int:4)
+8 Spellcraft (Rank:4, Int:4)
+2 Listen (Wis:2) Special: +2 when familiar near
+2 Spot (Wis:2) Special: +2 whith familiar near, +3 in bright light

Feats
-Spell Focus: Enchantment
-Spell Caster Prodigy
-Scribe Scroll

Racename Traits
- +1 Skill Point/Level (x4 at 1st)
- Extra Feat

Classname Abilities
- Spells
- Familiar (Hawk)
- Specialisation: Echantment (Forbidden: Illusion)

Spells Prepared
0th- *Daze, Ray of Frost, Detect Magic, Light
1st- *Sleep, Charm Person, Mage Armor, Lesser Fire Orb

*Enchantment spell gain from specialisation

Spellbook
0th- All cantrips
1st- Sleep, Charm Person, Mage Armor, Burning Hand, Lesser Fire Orb, Magic Missile, Endure Element, Comprehend Language

Equipement:

Traveller's Outfit
Courtier's Outfit

Club (Att: +2, Dam:1d6+2)
Dagger (Att: +2, Dam:1d4+2)
Dagger, silver (Att: +2, Dam:1d4+2)
Crossbow, light (Att: +2, Dam:1d8)
Bolt x20

Spell component pouch

Backpack
Bedroll
Blanket, winter
Waterskin
Ration, trail (4 days)
Flint & Steel
Spellbook
Ink
Inkpen x2
Sunrod x5
Summon Familiar Component

Scroll Case
Parchement x10

G.P: 8
S.P: 2

4 emerald (MAY worth 100gp each)

Stats for the Hawk:
Hawk
Tiny Magical Beast
Hit Dice: 1 (4 hp)
Initiative: +7 (Dex)
Speed: 10 ft., fly 60 ft. (average)
AC: 21 (+2 size, +7 Dex, +2 natural)
Attacks: Claws +10 melee
Damage: Claws 1d4+1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +5, Ref +9, Will +4
Abilities: Str 12, Dex 24, Con 16,Int 6, Wis 19, Cha 8
Skills: Listen +8, Spot +8/+16 in the daylight
Feats: Weapon Finesse (claws)
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary or pair
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral

Background:

He was still a baby when he was found in the ash of a burned house, in the hands of a burned body that would propably be his mother. He was found by a young wizard who was adventuring. This mage stop at a mage tower who was near. From there, he explained where he found the baby, and the mages of the tower choose to take him, to learn how he survived the fire.

They first tought he could be a planetouched human, explaining how he could have survived, but with the time, the found it was false. But during that time, he gave sign of a great intelligence, and they decide to keep him. But they didn't want to nurse the baby, so they give the responsability to a bard, frind of the tower master, this responsability. So the young boy start to travel at the age of only on year old.

His trip led him all over the world. He has seen all the countries of the continent by the age of 8, when he was going back to the tower. From that moment, he starts to study the magic. He have seen his bard tutor using spells, and was fascinated by the power it could have from enchantment, but the illusion, he founds it was only a way to entertain the children, so he decide to specialize in enchantment and didn't put any effort on illusion. But during his study, he found an ease to learn spells which was controlling fire, and he tought that fire is a great force: beautifull, fascinating but destructive...

Now he have left his tower and he his searching, he is lured by the fire who burn inside him, and he want to master it. He was born from fire, now he want to become fire.

As he travelled the world, one night, he saw in his campfire, a tower of metal. The tower was standing there, a fire was burning at his top, lighting like a lighthouse. He wondered what that means, but from that moment, inconsioucely, his steps lead him to the tower. When he saw it for the first time, seen at dawn, with the light of the sun, the tower looked like ablaze. Without a doubt, he took the road who was leading to the tower front door.
 
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Oldum Sharpwind

Name: Oldum Sharpwind
Sex: Male
Race: Halfling
Class: Rogue
Level 1
Exp. Points 667

Str: 13 (15 -2 racial) ( +1 )
Dex: 20 (18 + 2 racial) ( +5 )
Con: 18 ( +4 )
Int: 18 ( +4 )
Wis: 16 ( +3 )
Cha: 14 ( +2 )

Hit Points: 10
AC: 18
Init: +9
BAB: +0
Speed: 20'

Saving Throws
Fort +5, Ref +8, Will +4
Special Saving throw notes
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.

Weapons:
short sword MAB +2, dam 1d6, crit 19-20/x2, Piercing, Small.
Light crossbow RAB +5, dam 1d8, crit 19-20/x2, Range 80', Piercing, Small.

Size & Description:
Medium, 3'4” tall, 32 lbs
Blonde hair, Blue eyes, dark tan skin

Languages:
Speaks Common, Halfling, Dwarven, Elven, Orc, Goblin

Skills:
(8 + Int Modifier) x 4 = Total 48

Name/Total Mod (Ability) ** # Ranks taken
Appraise/+7 (INT +4) ** 3 ranks
Balance/+8 (DEX +5) ** 3 ranks
Bluff/+2 (CHA +2) ** 0 ranks
*Climb/+7 (STR+1) ** 4 ranks (+2 Racial Bonus)
Concentration/+4 (CON +4) ** 0 ranks
Craft/+4 (INT +4) ** 0 ranks
+Decipher Script/+6 (INT +4) ** 2 ranks - Exclusive to Bards and Rogues
Diplomacy/+4 (CHA +2) ** 2 ranks
+Disable Device/+8 (INT +4) ** 4 rank
Disguise/+2 (CHA +2) ** 0 ranks
*Escape Artist/+5 (DEX +5) ** 0 ranks
Forgery/+4 (INT +4) ** 0 rank
Gather Information/+2 (CHA +2) ** 0 ranks
Heal/+3 (WIS +3) ** 0 ranks
*Hide/+13 (DEX +5) ** 4 ranks (+4 Racial Bonus)
Intimidate/+2 (CHA +2) ** 0 ranks
*Jump/+5 (STR+1) ** 2 rank (+2 Racial Bonus)
Listen/+9 (WIS +3) ** 4 rank (+2 Racial Bonus)
*Move Silently/+11 (DEX +5) ** 4 ranks (+2 Racial Bonus)
+Open Lock/+9 (DEX +5) ** 4 rank
+Pick Pockets/+9 (DEX +5) ** 4 rank
+Read Lips/+4 (INT +4) ** 0 ranks - Exclusive to Rogues
Ride/+5 (DEX +5) ** 0 0 rank
Search/+8 (INT +4) ** 4 rank
Sense Motive/+3 (WIS +3) ** 0 ranks
Spot/+6 (INT +4) ** 2 rank
Swim/+3 (STR+1) ** 2 rank
Use Rope/+5 (DEX +5) ** 0 rank
Wilderness Lore/+3 (WIS +3) ** 0 ranks

Feats:
Improved Initiative

Halfling Traits:
+2 Dexterity, -2 Strength.
Small size.
Halfling base speed is 20 feet.
+4 racial bonus on Hide
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.
+1 racial attack bonus with a thrown weapon.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue.

Rogue Traits:
Sneak attack +1d6


200 gp starting
162 gp spent

38 gp remaining

Armor Class: 18 (Base [10] + Armor [2 ]+ DEX [5] + Size Mod [1] )
Leather armor (10gp, 15 lbs, worn)
Traveler's Outfit (free, 5 lbs, worn)

Carrying Capacity:
13 STR Light load up to 50 lb. Med Load 51-100 lb. Heavy Load 101-150 lb.

Equipment: Total weight 69.5 lbs
Shortsword (10 gp, 3 lbs, belt left)
Dagger (2gp, 1lb)
Belt Pouch (1 gp, 3 lbs, belt center)
Chalk, 1 piece (1 cp, 0 lbs, belt pouch)
Flint & Steel (1 gp, 0 lbs, belt pouch)
Whetstone (2 cp, 1 lb, backpack)

Belt Pouch (1 gp, 3 lbs, belt left)
Masterwork Thieves tools (80gp, 1lb, left belt pouch)


Light Crossbow (35 gp, 6 lbs, left shoulder)
Quiver (2 gp, 2 lbs, right shoulder, 20 bolts)
Backpack (2 gp, 2 lbs, back)
Bedroll (1 sp, 5 lbs, below backpack)

Waterskin (1 gp, 4 lbs, backpack)

2 Torches (2 cp, 2 lbs, backpack)

50' silk rope (10 gp, 5 lbs, backpack)
Grappling Hook (1 gp, 4 lbs, backpack)
5 days rations (2.5 gp, 5 lbs, backpack)
Empty sack (1 sp, .5 lbs, backpack)


Black Cloak w/ Hood (worn)
Dark Blue Undershirt (worn)
Dark Blue Pants (worn)
Black Leather boots (worn)
Punching daggers (2 gp, 2 lbs, Left boot)
 
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Rolls are under "Meepo2"

Stats: 16 12 15 12 15 18
12 becomes 18

18, 18, 16, 15, 15, 12

Aramil
Male Wild Elf Cleric (Fenmarel Mestarine)
Level 1

Str: 15
Dex: 20 (18 + 2 racial)
Con: 16
Int: 13 (15 - 2 racial)
Wis: 18
Cha: 12

Hit Points: 11
AC: 19 (18 without buckler if using bow), 14 flat footed, 15 touch
Init: +5
BAB +0, Grapple +2
Speed 30' (load 65 lbs, light armor, carrying capacity 66/133/200)
Fort +5, Ref +5, Will +6

Longsword +2 melee, 1d8+2, 19-20/x2
Punching Dagger +2 melee, 1d4+2, x3
Longbow +5 ranged, 1d8, x3

Medium, 5' tall, 99 lbs
Red hair, green eyes, chestnut skin
59 years old


Speaks Common, Elven, and Gnoll

Concentration +7 (4 ranks + 3 Con)
Heal +6 (2 ranks + 4 Wis)
Knowledge(Nature) +5 (4 ranks + 1 Int)
Knowledge(Religion) +3 (2 ranks + 1 Int)
Spot +6 (4 Wis + 2 racial)
Listen +6 (4 wis + 2 racial)
Search +3 (1 Int + 2 racial)


Feats:
Point Blank Shot (free from Elf domain)
Precise Shot

Elf Traits:
Immune to sleep
+2 bonus vs. Enchantment
Low-Light Vision
Proficient w/ Longsword and bows
+2 on Listen, Search, and Spot
Automatic Search roll within 5 feet of secret door

Cleric Traits:
Animal Domain - Animal Friendship, Knowledge(Nature) class skill
Elf Domain - Free Point Blank Shot
Spontaneous Casting - Can spontaneously convert to Cure spells
Turn Undead 4/day

Spells Memorized: 3/2+1
0: Detect Magic, Create Water, Resistance
1: Magic Weapon, Entropic Shield, True Strike*

* = domain spell


200 gp starting
149.64 spent
50 gold, 3 silver, 6 copper remaining


Studded Leather (25 gp, 20 lbs, worn, -1 armor check)
Traveler's Outfit (free, 5 lbs, worn)

Longsword (15 gp, 8 lbs, belt left)
Spell Component Pouch (5 gp, 3 lbs, belt right)
Belt Pouch (1 gp, 3 lbs, belt center)
Chalk, 1 piece (1 cp, 0 lbs, belt pouch)
Flint & Steel (1 gp, 0 lbs, belt pouch)

Buckler (15 gp, 5 lbs, strapped to left arm)

Longbow (75 gp, 3 lbs, left shoulder)
Quiver (1 gp, 3 lbs, right shoulder, 20 arrows)
Backpack (2 gp, 2 lbs, back)

Waterskin (1 gp, 4 lbs, backpack)
3 Torches (3 cp, 3 lbs, backpack)
Scroll Case (1 gp, .5 lbs, backpack)
3 days rations (1.5 gp, 3 lbs, backpack)
20 additional arrows (1 gp, 3 lbs, backpack)
Empty sack (1 sp, .5 lbs, backpack)

Dark Green Wool Mask (worn)
Wooden Holy Symbol (worn on neck)
Dark Green Undershirt (worn)
Dark Green Pants (worn)
Leather boots (worn)
2 punching daggers (4 gp, 4 lbs, one in each boot)


Kaliska, Female Wolf
Medium-Size Animal
HD: 2d8+4
Init: +2
Speed: 50 ft
AC: 14
Attacks: Bite +3 melee
Damage: Bite 1d6+1
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wild. Lore +1*
Feats: Weapon Finesse (bite)
Trip: A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
*Wolves recieve a +4 racial bonus to Wild. Lore when tracking by scent.
Tricks (6): Attack, Come, Heel, Protect, Down, Track


Background:
Aramil was raised among the Moray, a tribe of Grugach (wild elves) living in the Phostwood. For the last 250 years, the many tribes of the Phostaldaron have been fighting a war of attrition against the hordes of ogres, trolls, and other beings which invade their lands. The conflict has been bloody on both sides, and the elves find their numbers dwindling. Aramil was forced into a life of conflict almost as soon as he could walk, learning to use sword and bow in order to protect his homeland.

One day, while patrolling with his sister, Kaliska, the pair of elves came across a large force of ogres. The two elves tried to sneak away to warn the rest of their tribe, but were spotted and attacked by the ogres. Though they fought valiantly and defeated many of the beasts, Kaliska was slain by an ogre's blow, and Aramil was heavily wounded.

Just as the last ogre was advancing on the injured elf, a wolf leaped from the underbrush and threw the hulking brute to the ground. Aramil was able to summon the strength to pull his bow one last time and kill the helpless ogre. Aramil believes that the wolf is a reincarnation of his lost sister, or at the very least a manifestation of her departed spirit. To this day, the wolf stays by his side and protects him, and he continues to call her Kaliska.

Over the next few months, Aramil was repeatedly besieged by nightmares of the battle. However, another image began creeping into the dreams, a vision of a shining steel tower. Seeking guidance, he began to pray heavily to Fenmarel Mestarine, the patron god of the Grugach. Fenmarel revealed that Aramil had a destiny greater than the Moray, and urged him to travel into the human lands, towards the great city of Greyhawk. The deity also revealed divine secrets to the young elf, granting him the ability to call for aid and channel godly energy.

Gathering up a few meager posessions and what few man-coins the Moray could spare, Aramil and Kaliska left the confines of their forest. Though the road was long and the customs of the humans quite strange, Aramil now finds himself entering the vast city of Greyhawk, approaching the very same tower he saw in his dreams.

Personality:

What little contact Aramil has had with humans before beginning his journey was with the Theocracy of Pale, which borders the Phostwood. In his experience, therefore, humans are close-minded and intolerant, and seek to convert the entire world to their own way of thought. Though he has never seen them act truly malicious, he still does not trust them entirely, and is quite fearful of entering an entire city full of humans.

Among polite company, Aramil will appear quite backwards and savage. He is unfamiliar with human social customs and speaks rarely, for fear of offending someone. What few words he does speak tend to be aloof and gruff. However, he will often carry on one-sided conversations with Kaliska in whispered Elven, a practice which tends to frighten onlookers even more.

At only 59 years old, Aramil is young for an elf, and has the emotional maturity of a human of around fifteen years old. He is eager to prove himself in the world, but can become moody and sullen if things don't go his way. He believes his wolf to be a manifestation of his older sister, and will often look to her for guidance.

Appearance:

Aramil dresses in woodland shades of green and brown, studded leather armor, and sturdy leather boots. A dark green mask covers his face, and he rarely removes it. Grugach believe that baring ones nose allows access to that person's soul, and thus will wear masks among all but the most trusted friends.
 

Bjorm Wolf Friend

Male Sueloise Barbarian 1st lvl

XP:667

Neutral Good

str 18 +4
dex 15+2
con 17 +3
int 14 +2
wis 14 +2
cha 13 +1

HP: 15
AC: 15, 12 Touch, 13 Flat
Init: +2
BAB +1 Grap +5
Speed 40
Fort +5 Ref +2 Will +2

+6 melee Great Sword 2d6 +6 20 x3
+5 melee Throwing axe 1d6 +4 20/x3
+5 melee Dagger 1d4+4 20/x2
+3 ranged throwing axe 1d6+4 19-20/x2 10' r
+3 ranged dagger 1d4+4 20/x2 10'r
+3 ranged shortbow 1-6 20/x2 60' r

Medium 6' 11", tall 280lbs wt 20 yrs old
Blond hair, ice blue eyes, sun-bronzed skin on exposed portions pale otherwise

speaks common, sueloise, dwarven, elven

Skills:
+8 Climb (4)
+8 Jump (4)
+5 Animal Handling, wolves (4)
+4Spot (2 cc)
+6 Wilderness Lore (4)
+6 Listen (4)
+4 Hide (2)
+4 Move Silently (2)


Feats
Power Attack : up to BAB - from attack roll and added to damage roll
Weapon Focus, Great Sword +1 to attack with Great Sword

Human (sueloise) Traits
+1 Feat
+4 skill/Level
Favoured Class: Any


Barbarian Abilities
Move +10'
Rage 1/day : +4 str and con - 2 ac, +2 will saves for con rounds. winded for remainder of battle -2 str.

Studded Leather worn -1 Armor Check 25 gp
Explorer's Outfit worn n/a

Quiver of 20 arrow belt, left 3lb 1 gp
Axe, throwing belt, right 4lb 8gp
Dagger belt, back 1lb 2gp
Pouch belt, front 3lbs

Great Sword left shoulder 15lb 50gp
Short Bow right shoulder 3lb 30gp
Backpack center back 2lb 2gp
Bedroll below backpack 5lb 1sp

Cloak, hooded over shirt n/a
Shirt torso n/a
Belt waist n/a
Gauntlets hands n/a
Boots feet n/a

Waterskin x2 backpack 8lb 2gp
5 Torches backpack 5lb 5cp
Winter Blanket backpack 3lb 5sp
Cold Weather Outfit backpack 7lb 8gp
Rations, Trail 7days backpack 7lbs 35 sp
Rope, Hemp x3 backpack 30lb 3gp
Whetstone backpack 1lb 2cp

Coins- 2gp 8sp 3 cp pouch
Fishhooks pouch 10sp
Flint and Steel pouch 1gp

Carrying Capacity 100/200/300
 

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