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Arcane Might: Characters

LazarusLong42

First Post
Serei, female human Brd6: CR 6; ECL 6; HD 6d6 + 6; hp 42; Init +2; AC 17 (+2 Dex, +5 mithril shirt); Melee heavy mace +4 (1d8); Ranged +1 shortbow +7 or +5/+5 (1d6+1/crit x3); SA spells; SQ bardic knowledge +8, bardic music (inspire courage, countersong, fascinate, inspire competence, suggestion); AL NG; SV Fort +3, Ref +7, Will +4; Str 10, Dex 14, Con 13, Int 14, Wis 8, Cha 20(22 for spell DC and bonus spells)

Skills and Feats: Bluff +10 (5), Concentration +9 (8), Decipher Script +8 (6), Diplomacy +18 (9), Gather Information +12 (7), Knowledge (Arcana) +9 (7), Knowledge (Languages) +8 (6), Listen +4 (5), Perform (song, lyre, lute, pipes, ballad, epic, jokes, dance, storytelling) +14 (9), Sense Motive +4 (5), Spellcraft +10 (8); Leadership, Point Blank Shot, Rapid Shot, Spellcasting Prodigy (Bard)

Equipment: +1 shortbow, heavy mace, +1 mithril shirt, Heward’s handy haversack, cloak of charisma +2, wands of cure light wounds (2), hand of the mage, MW lute, MW pipes, lyre, spell component pouch, cold weather gear, bedroll and blanket, flint and steel, hammer and pick, everburning 'torch' ioun, pitons (10), silk rope (100 ft), scroll case, parchment (40 sheets), paper (20 sheets), ink (2 vials), inkpen, metal mirror, soap (4 oz.), alchemist's fire (5), arrows (40), waterskins (2 wine, 1 water), 14 days trail rations, 3 pearls for identify, 100 pp, 90 gp

Bard Spells Known (3/5/4, DC 16+spell level): 0-dancing lights, detect magic, message, prestidigitation, read magic, resistance; 1-charm person, comprehend languages, identify, sleep; 2-cure moderate wounds, hold person, sound burst

Languages: Common, Chondathan, Dwarven, Elven, Halfling, Undercommon, Lantanese, Illuskan, Thorass, Aragrakh

Encumbrance: 26 lb. (light) when armored but before drawing weapons; 31 lb. (light) with bow and arrows drawn. Medium encumbrance with heavy mace drawn. Total weight in haversack: 109 lb. Serei keeps her bow, arrows, and spell components at the ready, but all other weapons and equipment in her haversack when not in use.


Notes:

Diplomacy check includes +4 synergy, +2 each from Bluff and Sense Motive.

6 skill pts spent on languages. Thorass and Aragrakh are dead languages known only in writing. The former is the precursor to Common (think Beowulf or even earlier); the latter is an ancient Draconic-subset language.
------------

Appearance: Serei is 155 cm tall, 63 kg (that's 5'1"/140 lb). She has very long, very red hair which she keeps braided whenever possible lest it get out of control. Her skin is not particularly fair--odd for a redhead--but fair enough that she's easily sunburnt. Her eyes are bright blue, and she's fond of wearing turquoise and blue to offset them. She is right-handed, but plays (and strings) the lute backwards (left-handed) because her lute teacher was a southpaw.

Serei does not wear her armor unless she's expecting trouble, or travelling overland.

Serei is 27 going on 20.

------------
Background:

Stories. Stories are unfolding everywhere around us, continuously changing as the world moves and we with it. Every known race tells stories: about its heroes, about its enemies, about famous lovers, famous deeds, and even famous foods. Some stories are true, accounts written by eyewitnesses to what actually occurred; other stories are complete fabrications, craeted to teach a lesson, to spread a rumor, or simply to entertain.

But some stories were true... once. Time has taken those stories, and changed them--subtly at first--and gradually over the years the stories have become partial fabrications. Perhaps Roznok did not actually defeat the dragon alone in hand-to-hand combat, taking multiple blasts of fiery breath and supernaturally standing tall against them: in reality, perhaps, Roznok was but the leader of an army that vanquished the dragon, and he was slightly singed by a burst of fire. But if he plunged the final sword into the dragon's belly, people remember him, and the armies fade away into obscurity.

A bard's greatest asset is stories. Stories can be told, sung, pantomimed, turned into plays, or even illustrated with illusions. And when the stories of the present age started to strike Serei as missing something, she started seeking out older stories. At first, this was easy; she had only to find the oldest people she could. But eventually, even Elves die.

And Serei went in search of older stories, because stories can also be written on parchment, or carved in stone, or painted on metal and wood.

Serei continues in her search for old stories. She's not out to debunk the stories that have been told and told again to the point of gross exaggeration; rather, she wants to understand the stories of old, to see their evolution if she can, and to learn them and tell them to others--who, she knows, will invariably retell them incorrectly, with exaggerations and omissions. In her studies, she's learned many languages and learned quite a bit about linguistics and language evolution.

But sometimes it takes time to decipher a musty old scroll, or to examine the copied script from a stone carving, and it's time, she feels, to have a place to settle. A place to keep some linguistics reference books without having to resort to the kindness of the library in Silverymoon and the New Olamn bardic college in Waterdeep. A place, perhaps, even to call home.
 
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Argent Silvermage

First Post
Kavernus of the Blue Horns

Kavernus of the Blue Horns, male Tiefling, Tiefling1/Conjurer5: CR 6; ECL 6; Medium Outsider (Tiefling); HD 5d4+1d8+6; hp 34; Init +8 (+4 Dex, +4 Imp.Init.); Spd 30 ft; AC 16 (+1 Ring of Protection, +4 Dex, +1 Amulet of Natural Armor); Melee rapier +3 (1d6) Ranged +7 Lt. Crossbow (1d8); SA spells, Spell Like abilities; SQ Tiefling traits, summon familiar; AL LN; SV Fort +5, Ref +8, Will +7; Str 10, Dex 18, Con 12, Int 18, Wis 10, Cha 12.

Skills and Feats: Concentration +2 (1), Knowledge (arcana) +9 (5), Knowledge (Planes) +13 (9); Bluff +7 (4), Hide +10 (4), Move Silently +8 (4), Pick Pockets +8 (4), Knowledge (Group Tactics) +9 (5), Knowledge (Summon able Monsters) +9(5), Spellcraft +5 (1), Improved Initiative, Augment Summoning, Leadership, Scribe Scrolls, Spell Mastery (Monster summoning 3, Mount, Summon Swarm, Melph’s Acid Arrow).

Languages: Common, Draconic, Auran, Ignan, Terran, Aquan, Celestial, Infernal, and Abyssal.

Spell like abilities: Cast Darkness as Sorcerer of character level (6) 1/day.

Special Defences: 5 points DR to Fire, Cold and Electricity.

Basic spell list: Spells Per Day: 0=4, 1st=4, 2nd=3, 3rd=2

0 Level: Detect magic, Prestidigitation, Read Magic, and Mending.
1st Level: Mage Armor, Mount, Charm Person, and Reduce.
2nd Level: Summon Swarm, Adrenaline Surge, and Bull’s Strength.
3rd Level: MS3 x2, Invisibility Sphere.

Spell Book:
0 Level: All but Evocation.
1st Level: Mage Armor, Obscuring Mist, Mount, Charm Person, Sleep, Enlarge, Message, Reduce, and Expeditious Retreat.
2nd Level: Adrenaline Surge (MotW), Ice Knife (T&B), Summon Swarm, Melph’s Acid Arrow, Bull’s Strength, and Cat’s Grace.
3rd Level: Monster Summoning III, Blink, and Invisibility Sphere.

Equipment of note:
Rod of Lesser Extension (5,400GP)
+1 Ring of Protection (2,000gp)
+1 Amulet of Natural Armor (2,000gp)
+1 Robe of Resistance (2,000gp)
675gp spent to buy spells for book.
2 scrolls Mage Armor (50gp)
2 scrolls Sleep (50gp)
2 scrolls Obscuring Mist (50gp)
Wand of Expeditious Retreat (750gp)
80gp left for basics.

Kavernus is the son of a human sorceress and the demon she summoned expressly to impregnate her. He was an experiment from the start of his life and it grew worse from there. His 'mother' was gone for months at a time and while he was old enough to train himself in the mystical arts he also had time out on the streets of Sigil and learned the ways of the pickpocket. Eventually he just up and left his mother without a word and traveled the planes meeting new and different beings. He has a natural way of leadership about him that translates well into his chosen specialty of Conjuration.

Kavernus stands 5'8" and 150 pounds, long black hair, ruddy tan skin and black eyes (think native American). His distinguishing features are the long thin horns growing from his head and his fangs. He has vestigial Bat like wings but they are not usable and very weak.
He typical dresses very fastidiously and is partial to deep blues and indigo
 
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Snowtiger

First Post
Beleril, Male Elf Sorcerer6: CR: 6; Size: M Type: Humanoid; HD 6d4+6;
HP: 30; Init +2 (+2 Dex, +0 Misc); Spd 30 ft;
AC: 15 bracers +1 (flatfooted 13, touch 13),
AC: 18 mage armor (flatfooted 16, touch 13),
AC: 20 mithral shirt +2 (flatfooted 18, touch 13);
Melee: +2, Sickle, 1d6 19-20/x2,
Melee: +0/+0, Sickle, 1d6/1d6 19-20/x2,
Ranged: +5, Shortbow (60ft), 1d6 19-20/x2,
Ranged: +5, Blowgun (10ft), 1 19-20/x2;
SA: Spells, Summon familiar; SQ: Elven traits;
AL: CG; SV: Fort +3, Ref +4, Will +3;
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 18.

Skills and feats: Bluff +6 (2), Concentration +8 (7), Knowledge(Arcana) +10 (9),
Spellcraft +10 (9); Martial Weapon Proficiency, Simple Weapon Proficiency,
Armor proficiency(light), Two-weapon fighting, Leadership.

Elven traits: +2 racial saving throw against Enchantment, racial Search check
when within 5 feet of a secret or concealed door, Immunity to magical sleep,
Lowlight vision.

Languages: Elven, common, gnomish.

Sorcerer Spells Known (cast 6/7/6/4): 0-Detect Magic, Disrupt Undead, Flare,
Mage Hand, Ray of frost, Read Magic, Resistance; 1-Burning hands, Mage Armor,
Shield, Shocking grasp; 2-Cat's Grace, Flaming Sphere; 3-Fireball.

Equipment: 13000GP:
Ale (Gallon); Amulet of Natural Armor +1; Arrows x40; Backpack; Bedroll;
Blanket (Winter); Blowgun; Bracers of Armor, +1; Caltrops; Candles; Cart;
Case (Scroll); Darkwood Shield; Feather Token (Swan Boat); Flask; Flint and Steel;
Glove of Storing; Grappling Hook; Mithral shirt +2; Mule;
Needles, Blowgun; Oil x5 (1 Pt)); Pouch x2 (Belt); Ring of Protection +1;
Rope (50 Ft); Scroll x2(Mount); Shortbow; Sickle x2; Tent; Wand (Cure Light Wounds).

Familiar: Kerr, Owl: Tiny Magical Beast; CR 6; Size: Tiny; Type: Magical; HD 6;
HP: 15; Init +3; Spd 10ft/40ft fly;
AC: 20 (10+2size+3dex+2NatArmor+3bonus);
Melee: +6, Claws, 1d4-2, Face 2.5ftx2.5ft;
SQ: Familiar traits;
SV: Fort +4, Ref +9, Will +6/+8(vs. Enchant);
Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 4;
Skills and feats: Listen +14, Move Silently +20, Spot +6/+8(Dusk/Darkness),
Weapon Finesse(Claws);
Familiar Traits: Lowlight vision, Grants +2 Move Silently to Master, Grants
Alertness to Master, Touch Spells through Familiar, Improved Evasion, Share
Spells, Empathic Link, Speak with Master.

-- Cohort -----------------------------------------------------------------

Kurik, Male Tiefling1/Evoker4: CR 5; ECL 4+1; Size: M Type: Outsider; HD 1d8+(4d4+2);
HP: 30 (outsider(8+2)+sorc(4*(3+2))); Init +4 (+4 Dex, +0 Misc); Spd 30ft;
AC: 15 (no armor, flatfooted 11, touch 14),
AC: 19 (mage armor, flatfooted 15, touch 14),
AC: 20 (mithral shirt +1, flatfooted 16, touch 14);
Melee: +3, Sickle, 1d6+1 19-20/x2,
Melee: +1/+1, Sickle, 1d6/1d6 19-20/x2,
Ranged: +6, Blowgun(10ft), 19-20/x2,
Ranged: +6, Shortbow(60ft) (1d6 19-20/x2);
SA: Spells, Summon familiar; SQ: Tiefling traits;
AL: CG; SV: Fort +3, Ref +5, Will +4;
Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 8.

Skills and Feats: Alchemy +10, Concentration +9, Craft (Calligraphy) +4,
Knowledge (Arcana) +10, Spellcraft +10, Tumble +7; Martial Weapon Proficiency,
Simple Weapon Proficiency, Armor Proficiency (Light), Two-Weapon Fighting.

Tiefling traits: Darkvision (60ft), +2 Bluff and Hide, DR 5/- to cold/electricity/fire,
cast darkness spell 1/day (caster level same as ECL).

Appearance: Pointed ears, lizard-like tail.

Languages: Common, Infernal, Elven, Gnomish, Dwarven.

Wizard Spells known (cast 5/4/3): 0-Arcane Mark, Dancing Lights, Detect Magic,
Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending,
Open/Close, Prestidigitation, Ray of Frost, Read Magic; 1-Burning Hands,
Mage Armor, Magic Missile, Ray of Enfeeblement, Spider Climb; 2-Acid Arrow,
Bull's Strength, Cat's Grace, Flaming Sphere.

Equipment: Mithral shirt +1, Barding (Leather), Backpack, Bag of Tricks (Gray),
Bedroll, Bell, Blanket (Winter), Blowgun, Arrows x20, Bracers of Armor +1,
Shortbow, Flint and Steel, Horse (Light), Lantern (Hooded), Blowgun Needles x40,
Outfit (Travelers), Pouch (Spell Component) x2, Belt Pouch x2, Rope (50 Ft),
Saddlebags, Sickle x2, Waterskin.

Familiar: Tolli, Owl: Tiny Magical Beast; CR 5; Size: Tiny; Type: Magical; HD 5;
HP: 15; Init +3; Spd 10ft/40ft fly;
AC: 20 (10+2size+3dex+2NatArmor+3bonus);
Melee: +6, Claws, 1d4-2, Face 2.5ftx2.5ft;
SQ: Familiar traits;
SV: Fort +4, Ref +9, Will +6/+8(vs. Enchant);
Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 4;
Skills and feats: Listen +14, Move Silently +20, Spot +6/+8(Dusk/Darkness),
Weapon Finesse(Claws);
Familiar Traits: Lowlight vision, Grants +2 Move Silently to Master, Grants
Alertness to Master, Touch Spells through Familiar, Improved Evasion, Share
Spells, Empathic Link, Speak with Master.
 
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Uriel

Living EN World Judge
Myrkskog

Moon Elf Rogue 3/Wizard(Diviner)3
Align: Chaotic Neutral (Good Tendencies)

5'9", 154 pounds, blue hair <unruly mop>, pale green eyes,
scar running along his left cheek, blue rune tattoos on his arms
and chest. 4 Rings in lower lips, nose and both ears.

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

HP 36

BaB +3
Fort +4
Ref +9
Will +6 (8 vs. Enchantments)
Init +8
Move:30'
AC:14 (18 Mage Armor)

Prof-Rapier,Longsword,All Bows,Rogue/Wizard Weapons
Summon Familiar, Scribe Scroll, Sneak Attack +2D6, Evasion, Uncanny Dodge (Dex to AC),
Improved Initiative (1st),Two-Weapon Fighting(3rd),Weapon Finesse(6th).
+2 to Spot,Listen,Search,Detect Secret Doors,Low-Light Vision,Immune to Sleep,
+2 vs.Enchantments.

Skills

Spot 3/+7
Listen 3/+7
Search 4/+8
Hide 3/+17
Move Silently 2/+18
Climb 2/+3
Pick Pockets 1/+5
Open Locks 5/+9/11
Disable Device 7/+9/11
Sense Motive 1/+3
Appraise 2/+6
Use Rope 2/+8
Jump 5/+6
Tumble 5/+11
Balance 1/+7
Concentration 4/+5
Knowledge-Arcane 4/+8
Spellcraft 4/+8
Escape Artist 7/+11
Decipher Script 7/+9


Languages: Elvish,Common, Draconic,Chondathan,Sylvan.

Rapier +8/+6 w 2Wpn Fighting 1D6+2 18-20/X2
Short Sword +8/+6 2Wpn Fighting 1D6+1 19-20/X2 MW
Dagger +7 1D4+1 10' Increments
Short Comp Bow 1D6+1 20/X3 70' Increments

Spells:Cantrips:4/First:3(+1Div)/Second 2(+1Div)

Cantrips: Resistance, Ray of Frost,Detect Poison, Daze, Flare,Light, Dancing Lights,Ghost Sound,
Mage Hand, Mending,Open/Close,Arcane Mark,Detect Magic,Prestidigitation,Read Magic.

1st Level:Mage Armor,Color Spray,True Strike,Tenser's Floating Disc,Magic Missile,Lesser Acid Orb,Mount,
Protection from Good/Evil/Law/Chaos,Charm Person,Spider Climb,Comprehend Languages.

2nd Level:Cat's Grace,Invisibility,Locate Object,Melf's Acid Arrow,
Knock,Detect Thoughts,Flaming Sphere,Arcane Lock,Identify

+1 Rapier
MW Dagger
MW Mighty(+1Str) Short Composite Bow
Elven Boots
Elven Cloak
+1 Brooch of Resistance
Heward's Handy Haversack
Wand of Detect Magic <15 Charges>
10 Potions Cure Light Wounds 1D8+1
Quaal's Feather Token <Tree>

1st Level Scrolls >Mage ArmorX5,Color Spray X3,Tenser's Disk X2, True Strike X3,Spider Climb X3,Protection from Evil X1, Comprehend Languages x1,Mount X2.

2nd Level Scrolls:Cat's Grace X1, Invisibility X2 ,Identify X1

MW Thieves Tools
Quiver 20 Arrows
4 Daggers
50' Silk Rope & Grapnel
5 Tindertwigs
5 Sunrods


5GP,5SP left over

Familiar: Samoth the Owl
Tiny Magical Beast
HD 3 HP 18, Init:+3,Spd 10 ground/40' fly,AC 19,
Str:6,Dex:17,Con:10,Int:7,Wis:14 Cha:4.
Fort:+4, Ref:+9, Will +6 (8 vs. Enchantments)
Atk +5 Claws 1D4-2,
Face:2.5X2.5, SQ:Low-Light Vision, Grants +2 Move Silent,
Grants Alertness,Touch Spells,
Improved Evasion,Share Spells, Empathic Link.
Listen +14,Move Silently +20,Spot +6<+8 in Dusk & Darkness>,Weapon Finesse:Claws.

An exhuberent and edventurous Elf, Myrkskog finds the travels and perils of adventure more to his liking than the routine and complacency of 'civilized' life. Leaving his home in the high Forest at a fairly young age, the fledgling Rogue headed for the big cities, learining all that he could of the ways of stealth and infiltration. As well, Myrkskog took to the path of Wizard, much as his mother had centuries before, excelling quickly and realizing that through magic he would be able to enhance his 'adventuring' abilities many fold. During his travels, Myrkskog met a Gnome named Ellis who told him of the Arcane Trickster , a master of Stealth, as well as Magic. The young Elf was hooked. An Arcane trickster he would be!

Now, with a group of like-minded folk, Myrkskog is setting out to establish a base of operations, a Wizard's Enclave. Things look to be getting very interesting in the near future indeed...
 
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Zhure

First Post
Lugash the Fair

Lugash the Fair (NG)
Race: Shield Dwarf
4'5"; 192 lbs; Age 50
Savant 6

14 STR +2
12 DEX +1
18 CON +4
12 INT +1
14 WIS +2
10 CHA +0
(32 point buy, increased Con at 4th level)

Initiative: +1 Dex
Armor Class: 17 (touch 12)
10 + 1 Dex +4 Armor (Inertial Armor), +1 deflection (ring of protection), +1 natural (amulet)

Saves:
Fortitude: +6 = (+2 base + 4 Con)
Reflex: +3 = (+2 base + 1 Dex)
Will: +9 = (+5 base +2 Wis, +2 psicrystal)
-- +2 racial vs poison
-- +2 racial vs spells and spell-like

Proficiencies:
Armor: None
Weapons: All Simple
Languages: Common, Dwarf, Gith, Giant

Skills:
Appraise +2= (1 cc ranks, +1 Int)
Autohypnosis +3= (1 ranks, +2 Wis)
Concentration +13= (9 ranks, +4 Con)
Disable Device +10= (9 ranks, +1 Int)
Knowledge: Psionics +3= (2 ranks, +1 Int)
Open Lock +2= (1 ranks, +1 Dex)
Pick Pocket +2= (1 ranks, +1 Dex)
Psicraft +6= (5 ranks, +1 Int)
Search +10= (9 ranks, +1 Int, +10 competence (third eye))
Spot +18= (1 cc ranks, +2 Wis, +10 competence (third eye) +5 circumstance (eyes of the eagle))
Stabilize Self +6= (2 cc ranks, +4 Con)

Feats:
1st- Manifesting Prodigy
3rd- Inertial Armor [Reserve 1]
6th- Extend Power

Power Points: 15 + 11 (Con) = 26

Powers (9 free talents per day):
d+4 0th (1 pp) Far Hand (vi), Burst (au), Catfall (au), Missive (vi), Finger of Fire (vi)
d+2 1st- (1 pp) Stomp (au, vi), Astral Construct 1(vi, ma), Spiderclimb (ma)
d+1 2nd- (3 pp) Invisibility (none), Body Adjustment (au, ma)
d+0 3rd- (5 pp) Greater Concussion (au)

Attack/Defense Modes:
Mind Thrust, Ego Whip, Id Insinuation, Empty Mind, Thought Shield, Mental Barrier, Psychic Crush

Special Abilites:
Darkvision
Stonecunning (+2 vs stonework)
+1 racial bonus on attacks against orcs and goblinoids
+4 dodge bonus vs giants
+2 racial bonus on Appraise and Craft related to stone and metal

HIT POINTS: 4+5d4+24 =48

(BAB = +3):
+6 to hit, mw shortspear (+3 BAB, +2 Str, +1 Enhancement) 1d8+3, 20/x3
+5 to hit, dagger (+3 BAB, +2 Str); 1d4+2; 19-20/x2
+5 to hit, mw light crossbow (+3 BAB, +1 enhancement, +1 Dex) 1d8, 20/x3

Equipment: 13 pounds
4,000 gp Third Eye of Aware 0 lb
2,500 gp Ring of Sustenance, 0 lb
2,000 gp Ring of Protection +1, 0 lb
1,000 gp Eyes of the Eagle, 0 lb
2,000 gp Amulet of Natural Armor +1, 0 lb
750 gp Dorje of Call Weaponry (1st), 1 lb, charges: 50
100 gp - psicrystal [Resolve]
302 gp mw shortspear, 5 lb
2 gp dagger, 1 lb
335 gp mw light crossbow, 6 lb
2 gp bolts. 2 lb, bolts: 20

12,991/13,000 spent

Platinum: 0
Gold: 8
Silver: 0
Copper: 0
Description:

Experience:
Current: 15,000
Goal: 21,000

Description: Lugash had a great many talents, a veritable jack of all trades, but to his parents' chagrin, none of them were very "dwarf-like." Quick with a joke, and a smile, Lugash wasn't terribly dour or taciturn and he had a love of money, but unfortunately, Lugash didn't have much skill in the typical dwarven abilities. He hated mining and working underground, and lacked the business acumen to become a solid merchant.

Lugash did, however, have a knack for mental prowess. When he happened upon a human psion adventurer in the caverns of the dwarves, Lugash glommed onto the man and turned his toughness into a spellcaster-like asset. In no time he was levitating things about the home, setting things on fire and being a general nuisance. Lugash was always lukewarm in his studies, and with this additional distraction his parents decided he was hopeless, brandying about the terms "gnome-like," "flighty" and "odd."

Lugash took upon himself the mantle of self-styled adventurer and mercenary, parleying his nascent powers into profit, since he lacked the necessary self-discipline to pursue more stately lines of work. Lugash has grown into the mantle of "spellcaster," and begun to show some dignity, although he isn't above a practical joke now and again.

Appearance: Some call him "the fair." For some reason, Lugash doesn't really tan, and his skin lacks the ruddy quality normally associated with dwarves. He accentuates his pale complexion by wearing dark red and black almost all the time. Still very young by dwarf standards, his hair is jet black and tied back. Lugash's beard is kept in a double-pointed goatee, cropped short.


-edit- spent money
 
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Zhure

First Post
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shaff

First Post
Armel Casteer
lvl 6 wizard
Human (male)
Nuetral Good
Exp: 15,000
Next level: 21,000

Age: 23, weight: 155 lbs., Height: 5' 7"
Brown hair, green eyes, finely carved ivory earing in left ear, signet ring on ring finger and another ring on the middle finger right next to it. Dressed in all black robes. I have a scar on the retna of the my right eye, which is just a red line up and down the center of my eye.


STR: 10 (+0)
DEX: 14 (+2)
CON: 14 (+2)
INT: 18 (+4) (i used the extra stat point here from being lvl 4)
WIS: 10 (+0)
CHA: 11 (+0)


AC: 14 (10, +2 from ring of protection, and +2 from dex bonus)
HP: 44
REF:+4
FORT:+6
WILL:+5
Initiative: +6 (improved initiative)

Racial traits:
1 extra feat at 1st level
4 extra skill points at level 1
1 extra skill point per level
Favored Multiclass: Any

Class Features:
Scribe Scroll
Wizard weapon proficiencies

Languages:
Celestial
common
Draconic
Dwarven
Elven

Feats:
spell focus: evocation
Leadership
scribe scroll
spell mastery (4)
spell penetration
extend spell

Skills:
bluff +4
concentration +9
Diplomacy +4
Knowledge, Arcana +13
Listen +3
Spellcraft +13
Move silently +2
Spot +5
search +6
Knowledge, History +5
Knowledge, Nobility +5

I added the skill s that i can use untrained, well at least the ones that i have bonuses in.


Items I am carrying:
Backpack
Bedroll
Scroll/Map case
Heavy Crossbow
Longsword
Manacles
Belt pouch
6 days rations
sack
spellbook
sunrod
tindertwig
2 full waterskins
10 crossbow bolts
1 potion of cure moderate wounds
2 potion of cure light wounds
1 potion of cure serious wounds

Items in the wagon:
Wagon
donkey
5 silvered bolts
10 crossbow bolts
Caltrops
2 scroll/map cases
14 days of animal feed
3 potion of cure mod wound
2 potion of cure serious wounds
3 potion of cure light wounds
8 days of trail rations
ring of protection +2
50' of silk rope
tent
tindertwig
a bottle of the finest wine

1104 gp and 1 sp left


Spells known:
1st level: Shield, Mage Armor, Comprehend Languages, Indentify, Magic Missles, Spider Climb, Unseen Servant, Endure Elements, and Change Self

2nd level: bull strength, endurance, cat's grace, and knock

3rd level: Dispel Magic, Fireball, Greater Magic Weapon, and Haste

spells prepared (saves):
o-level spells:
mage hand (none)
mending (will save of 14 negates)
light (none)
detect megic (none)

1st level spells:
mage armor (will save of 15 negates)
magic missle (none)
comprehend language (none)
shield (none)

2nd level spells:
bull strength (will save of 16 negates)
knock (none)
cat's grace (will save of 16 negates)
endurance (will save of 16 negates)

3rd level spells:
fireball (reflex save of 17, if successfull target only takes 1/2 damage)
fireball (reflex save of 17, if successfull target only takes 1/2 damage)
dispell magic

Familiar:
Mot (toad)
HD: 6
ac: 18
HP: 22
attack: +8
damage: -
speed: 5

Mot mostly stays in my inside pcoket, sometimes he ventures out when there is no danger around. And he comes out when he gets hungry.

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My cohort
Tyrog
human (male)
barbarian 1/fighter 2
Nuetral Good
age 22, weight 239, height 6' 1"

stats:
STR: 17 (+3)
DEX: 12 (+1)
CON:14 (+2)
INT: 10 (+0)
CHA: 9 (-1)

HP: 32
AC: 19
REF: +1
FORT: +7
WILL: +0
INIT: +1

skills:
Intimidate: +4
Jump: +2
Listen: +8
spot+5
Wilderness lore: +2
intuit direction: +2

Languages:
common

Racial traits:
1 extra feat at 1st level
4 extra skill points at lvl 1
1 extra skill point per lvl
favored multiclass: any

Class features:
simple weapon proficiency
martial weapon proficiency: all
light, medium, and heavy armor proficiency
shield proficiency
rage (1 time per day)
fast movement

Feats:
alertness
cleave
weapon focus: greatsword
power attack
quick draw

attacks:
greatsword, +7 attack, 2d12+4 damage
Greataxe, +6 attack, 1d12+4 damage

Items being carried:
backpack
bedroll
caltrops
flint and steel
full plate
grappling hook
greatsword
manacles
5 days of rations
50' of silk rope
torch
traveler's outfit
2 full waterskins
whetstone
potion of bull's strength
potion of cure moderate
2 potion of cure light
potion of cure serious

items in the wagon:
1 potion of cure light
5 days of rations
greataxe

Money left: 392 gp, 8 sp, 7 cp

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Xael

First Post
Weslin

Strongheart Halfling Rogue 2/Sorcerer 4

Description:
27 years old, 3'3" 34 lbs. Black hair, green eyes. Weslin usually has a smile on his lips, a twinkle in his eye, and someone else's property in his backpack. He prefers dark blue and silver for clothing, stays clean-shaven and wears his hair long, just above his shoulders drawn back in a ponytail.

Though young for his people, Weslin is already developing smile lines, and it's no wonder. The world, even the Universe, loves Weslin. After all, he asks for things to happen and they do! He asks for flame or cold to smite his foes, and it happens. He asks for safe landings
and it happens. Apparently, at some point, he asked for an adventurous life, and THAT happened. Weslin started life planning to set out and see the world, maybe make his fortune with his wits, as is the tradition in his family. That all changed
the day he ran out of darts to throw and didn't notice. The next thing he knew, he had thrown a bolt of flame from his fingertips and routed a small band of goblins. Weslin had always tried to use every gift he had, so he tried to learn more about his
developing abilities, and the world has never been the same since. Now he thinks that it's about time he found some place permanent to return to after his travels.
Someplace special...

STR 10 +0 (4)
DEX 16 +3 (6)
CON 10 +0 (2)
INT 10 +0 (2)
WIS 10 +0 (2)
CHA 19(21) +4(+5) (16) +1@4th level

HP 28 (6,6,4,4,4,4)

BaB +3
Fort +1
Ref +7
Will +4 (+6 vs. fear)
Init +3
Move: 20'
AC: 15 (19 w/mage armor)

Class Abilities: Sneak Attack +1d6, Evasion, Summon Familiar
Racial Abilities: Small, +1 with thrown weapons (Other modifiers noted)


Skills (40 Rogue/8 Wizard) (ranks+ability+misc=total)
Balance 2+3=5
Bluff 2+4=6*
Climb 1+0+2=3
Decipher Script 5+0=5
Diplomacy 1+4=5*
Disable Device 5+0=5
Escape Artist 5+3=8
Gather Information 2+4=6*
Hide 1+3+4=8
Jump 1+0+12=13
Listen 1+0+2=3
Move Silently 1+3+12=16
Open Lock 2+3=5
Pick Pocket 2+3=5
Search 1+0=1
Sense Motive 2+0=2
Spot 2+0=2
Swim 2+0=2
Tumble 2+3=5
Concentration 2+0=2
Knowledge(Arcana) 4+0=4
Spellcraft 2+0=2

*:+1 from Cloak of Charisma increase

Feats:
Dodge, Point Blank Shot, Ray Focus, Weapon Focus(Ray)

Spells: Known: 6/3/1
Per Day: 6/7/4

0: Ray of Frost, Detect Magic, Daze, Light, Mage hand, Prestidigitation.
1: Mage Armor, Ray of Flame, Feather Fall.
2: Ray of Ice.

Boots of Elvenkind (2000)
Ring of Jumping (2000)
Cloak of Charisma +2 (4000)
Ring of Protection +1 (2000)
Heward's Handy Haversack (2000)
Traveler's Outfit
MW Thieve's Tools
MW Shortbow
20 Arrows
MW Shortsword
10 Day's Trail Rations
2 Waterskins
Whetstone
 

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