[Full] Avatar of Chaos

Orbril
Gnome Druid 1


Abilities (Rolled)
STR 13 1 DEX 15 2 CON 13 1 INT 13 1 WIS 16 3 CHA 11 0

Orbril is a short stocky gnome with a ruddy complexion, large nose and thick tangled beard. HHe has a scar running down his left check (rat bite) and his weather hardened face shows a network of fine wrinkles. He is close to middleage (for a gnome) but still has a twinkle of mischief in his eyes.

Orbril began as all gnomes living life in the burrow with his family. However his fascination with fire and experiments with the sulphur deposits from the nearby hot springs soon got him into major trouble when thick fumes started to flow through the burrow and things started to explode on a regular basis. He was thus quickly sent to a human friend of his grandfathers for 'training' as an Alchemist. The human Master Gregor was fair and kind but Orbril as homesick and would often sit out in the woods, it was there he started to develop his gnomish talent with animals and where he befriended a wild dog pup which he raised up and learnt to ride.

Eventually Gregor released Orbril from his apprenticeship and allowed the gnome and his dog (Geb) to set out into the world. Of course he remains slightly concerned about Orbrils unhealthy obsession with fire and his enjoyment of explosions - "the way Orbrils eyes light up when something burns is disturbingly unnatural" Master Gregor once report in a report back to Orbrils Grandpa...


HP 9 AC 16 (T 13 F 14)

Saves F 1 R 2 W 3

speed 20' (15) Init +6 (Improved Initiative)

BAb 0 M 1 R 2 Spear 1d8+1 20/x3

Feats Improved Initiative, Nature Sense, Wild Empathy, Animal Companion (Riding Dog named Geb)

Skills (Ability/Ranks/Other)

Concentration 2 = 1 + 1 + 0, Craft (Alchemy) 3 = 1 + 2 + 0, Diplomacy 3 = 0 + 3 + 0, Handle Animal 3 = 0 + 3 + 0, Knowledge (nature) 4 = 1 + 1 + 2, Listen 9 = 3 + 6 + 0,
Ride 6 = 2 + 4 + 0, Survival 9 = 3 + 4 + 2

No Ranks
Heal 3 = 3 + 0 + 0, Profession (Alchemist) 3 = 3 + 0 + 0, Spellcraft 1 = 1 + 0 + 0, Swim 1 = 1 + 0 + 0

Cross Class (No Ranks)
Climb 1 = 1 + 0 + 0, Hide 2 = 2 + 0 + 0, Jump¤ str 1 = 1 + 0 + 0, Move Silently¤ dex 2 = 2 + 0 + 0, Spot 3 = 3 + 0 + 0, Tumble 2 = 2 + 0 + 0

Language: Gnome, Goblin, Common

Equipment
Bedroll, Blanket, Caltrops, Fishing net 25 sq. ft, Grappling hook, Hammer, Hide armor, Rope hemp (50 ft.), Sling, Alchemist Fire ( 3 Flasks), Oil (5 flasks), Everburning Torch

Spells

Code:
Lvl  No#  DC  
0    3      13
1    1 +1  14
 

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Ok I haven't had time to check all the characters.....but the dice roller that most of you are using is a little confusing i like the most recent one posted above also this one. If someone could explain the other one I would be thankful, but the above two I find to be far superior.
 

ChaosEvoker said:
Ok I haven't had time to check all the characters.....but the dice roller that most of you are using is a little confusing i like the most recent one posted above also this one. If someone could explain the other one I would be thankful, but the above two I find to be far superior.
Ok I used your roller and updated my Character sheet.
 

here's a character for your perusal:

rolls:
Roll 1: [2], 4, 3, 2 = 9.
Roll 2: [1], 5, 2, 6 = 13.
Roll 3: [4], 4, 6, 5 = 15.
Roll 4: 5, 6, 6, [1] = 17.
Roll 5: 2, [1], 1, 2 = 5.
Roll 6: 6, 6, [1], 2 = 14.

i used the irony mail roller, and if you need verification(as if i would make these rolls up), i can send you the email with the verification.

Mulch Longbeard
Male Dwarf
Cleric
Domain: Luck Strength
Chaotic Good
Age: 43
4'4, 178
Brown Eyes, Black Hair


STR 15 +2
DEX 5 –3
CON 16 +3
INT 9 –1
WIS 17 +3
CHA 11 +0

HP 11
AC 11 T 7 FF 11

Speed 20'

Languages: Dwarf, Gnome, Common

Feats:
Martial Weapon Proficiency (Greatsword)


Skills (Ability/Ranks/Other)

Appraise_ –1 (-1/0/0)
Balance_ –7 (-3/0/-4)
Bluff_ +0 (0/0/0)
Climb_ –2 (2/0/-4)
Concentration_ +3 (3/0/0)
Craft-Weaponsmith +2 (0/2/0)
Diplomacy_ +0 (0/0/0)
Disguise_ +0 (0/0/0)
Escape Artist_ –7 (-3/0/-4)
Forgery_ –1 (-1/0/0)
Gather Information_ +0 (0/0/0)
Heal_ +3 (3/0/0)
Hide_ –7 (-3/0/-4)
Intimidate_ +0 (0/0/0)
Jump_ –8 (2/0/-10)
Knowledge (arcana/history/religion/the planes) –1 (-1/0/0)
Listen_ +3 (3/0/0)
Move Silently_ –7 (-3/0/-4)
Ride_ –3 (-3/0/0)
Search_ –1 (-1/0/0)
Sense Motive +3 (3/0/0)
Speak Language (gnome) +1 (0/1/0)
Spellcraft –1 (-1/0/0)
Spot_ +3 (3/0/0)
Survival_ +3 (3/0/0)
Swim_ –6 (2/0/-8)
Use Rope_ –3 (-3/0/0)


Saves: (Base/Ability/Other)
FORT +5 (+2/+3/0)
REF –3 (+0/–3/0)
WILL +5 (+2/+3/0)

BASE ATTACK BONUS +0

Greatsword +2/ 2d6+2/ 19-20/x2
Dart(Thrown) -3/ 1d4+2/ 20/x2

Scale Mail
Great Sword
Artisan's Outfit
Smith's Tools
Backpack
Waterskin
Pouch
Bedroll
Miner's Pick
Crowbar
Darts (5)
Spell Component Pouch

Total Weight Carried: 85 lbs
Gold: 3.4

Domain abilities:
Luck: You have good fortune, useable once per day. When you use this ability, you may reroll any one roll that you have just made. You must abide by the new roll.

Strength: You can perform a feat of strength once per day, adding +1 to your Strength score for one round as a free action.

Spells prepared:
Guidance
Resistance
Virtue

Obscuring Mist
Shield of Faith
Enlarge Person


Turns Attempts per day: 3


Mulch has been banished from his clan, because even at an early age, he could never conform to the strict laws of his brethren. His chaotic ways brought him into constant conflict with those around him. He strongly believes that goodness and mercy must always outweight any consideration for the law. He considers himself a champion of the weak and unfortunate, and is always ready to do battle for the less fortunate. He found his religious calling early in life, and was immediately drawn to Kord as his diety.

After being exiled while still a youth, he travelled the countryside until finding a home among a group of gnomes, whose temperment better fit his own believes. He spent several years among them, working as a weaponsmith. He adopted many gnome customs, learned their language, and was even given his name by them, having been stipped of his birth name. Although among the gnomes he is known as Longbeard, his facial hair is actually quite thin for his race. People who meet him always comment that for a dwarf, he is actually quite personable. His short presence is a formidible one, though sometimes he moves so wrecklessly it seems a miracle he can stay on his feet, and his gnome friends often refer to him as a bounding boulder (which sounds more poetic in their own language.)

Having reached adulthood, Mulch is back on the road again, looking to test his strength and luck in the battle for good, and he is willing to use his abilities for any worthy cause.
 

Ignazio - Human Sorcerer

Character for your perusal... will get the background up later tonight, off to classes for the day

Code:
[b]Name:[/b] Ignazio
  [b]Class:[/b] Sorcerer
  [b]Race:[/b] Human (calimshan)
  [b]Size:[/b] Medium
  [b]Gender:[/b] Male
  [b]Alignment:[/b] Chaotic Neutral
  [b]Deity:[/b] Kossuth and Sharess
  
  [b]Str:[/b] 14 +2 (14r.)	 [b]Level:[/b] 1		[b]XP:[/b] 0/1000
  [b]Dex:[/b] 15 +2 (15r.)	 [b]BAB:[/b] +0		 [b]HP:[/b] 7 (1d4+3)
  [b]Con:[/b] 16 +3 (16r.)	 [b]Grapple:[/b] +2	 [b]Dmg Red:[/b] --/--
  [b]Int:[/b] 12 +1 (12r.)	 [b]Speed:[/b] 30'	  [b]Spell Res:[/b] --
  [b]Wis:[/b]  8 -1 (8r.)	  [b]Init:[/b] +2		[b]Spell Save:[/b] --
  [b]Cha:[/b] 17 +3 (17r.)	 [b]ACP:[/b] --		 [b]Spell Fail:[/b] --%
  
  [url="http://invisiblecastle.com/find.py?a=show&id=48545"]Rolled Stats[/url]
  
  				   [b]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/b]
  [b]Armor:[/b]			 10	+0	+0 +2	+0	+0 +0	12
  [b]Touch:[/b] 12			  [b]Flatfooted:[/b] 10
  
 						 [b]Base   Mod  Misc  Total[/b]
  [b]Fort:[/b]					 0 +3		 +3
  [b]Ref:[/b]					 0 +2		 +2
  [b]Will:[/b]					 2 -1		 +1
  
  [b]Weapon				 Attack Damage	 Critical[/b]
 Sickle				 +2	 1d6+2		20x2
 Morningstar			 +2	 1d8+2		20x2
 Light Crossbow		 +2	 1d8	 19-20x2
  
  [b]Languages:[/b] Common, Ignan
  
  [b]Abilities:[/b] Spellcasting, Familiar; +5 on saves against fire, +1 on saves against paralysis and sleep effects
  
  [b]Feats:[/b] Bloodline of Fire, Draconic Heritage (red)
  
  [b]Skill Points:[/b] 16	   [b]Max Ranks:[/b] 4/2
  [b]Skills				   Ranks  Mod  Misc  Total[/b]
 Intimidate				 4 +3		 +7
 Spellcraft				 4 +1		 +5
 Concentration			 4 +3		 +7
  Knowledge (arcana)		 4    +1		  +5
  
  [b]Spellcasting:[/b]
  [b]0th Level:[/b] [i](5/day)[/i] Prestidigitation, Ghost Sound, Dancing Lights, Detect Magic
  [b]1st Level:[/b] [i](4/day)[/i] Burning Hands*, Color Spray
  
  *Fire spell +2 caster level
  
  [b]Equipment:			   Cost  Weight[/b]
 Sickle				 6gp	2lb
  Morningstar			   8gp	6lb
  Light Crossbow		   35gp	4lb
 Bolts (20)				2gp	2lb
  Spell Component Pouch	 5gp	1lb
  Belt Pouch				1gp   .5lb
  
 Backpack				 2gp	2lb
 Bedroll				 1sp	5lb
  Flint and Steel		   1gp	-lb
  Hooded Lantern			7gp	2lb
  Oil -3 flasks			 3sp	3lb
  Trail Rations -4 days	 2gp	4lb
 Waterskin				 1gp	4lb
  
  [b]Total Weight:[/b]35.5lb	  [b]Money:[/b] 19gp 6sp 0cp
  
  [url="http://krisinchico.brinkster.net/searchroll.asp?username=Ignazio#141400"]Money Roll: 3d4x10 = 90gp[/url]
  
 						 [b]Lgt   Med   Hvy  Lift  Push[/b]
  [b]Max Weight:[/b]			    58   116   175   350   875
  
  [b]Age:[/b] 16
  [b]Height:[/b] 6'0"
  [b]Weight:[/b] 176lb
  [b]Eyes:[/b] Reddish-brown
  [b]Hair:[/b] Nearly black
  [b]Skin:[/b] Dusky brown
Appearance: coming shortly

Background: coming shortly
 

I'd like to get in on this if there's still room. Looks like we have a cleric, druid, and sorcerer. No warrior, no rogue. But the cleric is a dwarf and looks like a pretty tough customer. So maybe a fighter/rogue swashbucklery type? I'll generate a character tonight.

Also - how often are we going to be posting? Every time I get into a PbP, the posting slips off and I stop caring about it. Are we going to be pretty consistant about it? I could post every day if the group agreed, or at least 3 times a week.

edit - I got the stats rolled, verify here. Now for chargen.

edit2 -
Code:
Name: Darrin Whitedrake
  Class: Fighter
  Race: Human
  Size: Medium
  Gender: Male
  Alignment: Neutral Good
  Deity: Waukeen
  
  Str: 13 +1	Level: 1	XP: 0/1000
  Dex: 16 +3	BAB: +1		HP: 11 (1d10+1)
  Con: 12 +1	Grapple: +2	Dmg Red: --/--
  Int: 14 +2	Speed: 30'	Spell Res: --
  Wis:  8 -1	Init: +3	Spell Save: --
  Cha: 11 +0 	                	Spell Fail: --%
  
    
  			Base  Armor Shld   Dex  Size   Nat  Misc  Total
  Armor:Chain Shirt	10	+4	+3 +0	+0	+0 +0	17
  Touch: 13		Flatfooted: 14
  
 			 Base   Mod  	Misc  	Total
  Fort:			 2 	+1	 	+3
  Ref:			 0 	+3		+3
  Will:			 0 	-1		-1
  
  Weapon	 Attack Damage	 Critical
 Shortsword	 +5	 1d6+1		19/20x2
 
 Armor                              AC Bonus   Max Dex    Skill Penalty
 Chain Shirt                          +4             +4              -2
 
  
  Languages: Common, Elf, Dwarf
  
  Abilities: 
  
  Feats: Two Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword)
  
  Skill Points: 16	   Max Ranks: 4/2
  Skills		Ranks  Mod 	 Misc  Total
Climb			4 	+1	-2	 +3
Jump			4 	+1	-2	 +3
Tumble			2 	+3	-2	 +3
Profession(scribe)	2   	+2		 +4
  
  
  Equipment:		Cost	Weight
2 Short Swords      	20gp	4
Chain Shirt      	100gp	25
Backpack     		2gp	2
Bedroll     		1sp	5
10 pieces chalk     	1sp	-
Flint & Steel     	1gp	--
6 days rations     	6gp	6
Sack     		1sp	.5
3 Torches     		3cp	3
Waterskin     		1gp	4 

  
  Total Weight:49.5lb	  Money: 8gp 6sp 7cp
  
  Money Roll: 6d4x10 = 140gp
  
 				 Lgt   Med   Hvy  Lift  Push
  Max Weight:			 50   100   150   300   750
  
  Age: 19
  Height: 5'10"
  Weight: 155lb
  Eyes: Black
  Hair: Black
  Skin: Pale

Background: Darrin is the son of Augustus Whitedrake, one of the wealthiest moneylenders in Waterdeep. From his birth, Darrin was to take over his father's business. However, the young lad finds nothing as mind-numbing as counting coppers and balancing accounts. He constantly snuck away to the low quarter to run with pack of street-rats, hiding his wealthy family from these ruffians. When his father discovered his secret life, he gave Darrin an ultimatum - get your head on right and learn the family trade, or go live like these street punks you so admire. Darrin left, but one of the ruffians discovered his true identity and tried to take him hostage. While he doesn't fancy the life of a moneylender and often fought with his father, he doesn't want to put any stress on the family. So he left both the moneylending and the street life for the life of a mercenary. He hit the road to see where fate would take him.

Demeanor: Darrin is a bold young man, eager to prove himself. He's quick-witted and clever, with something of an acidic sense of humor. He believes that you can't let life get the best of you, and if you go with the flow things will eventually work themselves out.

Appearance: Darrin wears the clothing of a common traveler, a simple tunic and pants with a grey cloak full of dust from the road. His only armament is a pair of shortsword and a chain shirt. He's rather unassuming and tends to smile a lot.
 
Last edited:

maddman75 said:
I'd like to get in on this if there's still room. Looks like we have a cleric, druid, and sorcerer. No warrior, no rogue. But the cleric is a dwarf and looks like a pretty tough customer. So maybe a fighter/rogue swashbucklery type? I'll generate a character tonight.

You forgot my character. He's a ranged fighter, on the first page.
 

Maddman, what about mine the two handed fighter on the first page.

Also as your fighter bonus feat you should take two weapon fighting.

Human fighter starts with 3feats.
 

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