[GI] A Game of Improvising Character Thread


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Serith Penmore
Human Druid 6
HP:6d8+6; 38 hp
Speed: 20
Init: +0
AC: 17
Alignment: NG

Abilities:
STR 12 (+1)
DEX 11 (+0)
CON 12 (+1)
INT 13 (+1)
WIS 16 (+3)
CHA 15 (+2)

Saves:
Fort: +7
Reflex: +3
Will: +9

Base Attack +4
Melee +5
Ranged +4

Attacks:
Half spear +6 melee
or half spear +4 ranged
or sling +4 ranged

Damage:
Half spear 1d6+2, 3d6+6 on a charge, x3
Half spear ranged 1d6+1, x3
Sling 1d4+1, x2

Skills (36 points):
Animal Empathy +8, Concentration +3, Handle Animal +8, Heal +6, Intuit Direction +5, Knowledge(nature) +6, Ride +6, Spellcraft +4, Wilderness Lore +8

Special Abilites:
Nature sense, woodland stride, trackless step, resist nature's lure, wild shape 2/day

Feats:
Mounted combat, ride-by attack, spirited charge, power attack

Spells: 5/4/4/3

Memorized:
Orisons: Create water, Detect magic x2 (c), Purify food/water, Read magic
1st: Cure light wounds, Entangle, Magic fang x2
2nd: Flame blade, Heat Metal, Resist elements, Warp wood
3rd: Speak with plants, Summon nature's ally III, Water breathing

Gear:
Half spear +1
Half spear (2)
Sling
sling stone (10)

Rhino Hide +2
Darkwood Shield

Backpack
Bedroll
Scroll case
Fishhook (3)
Flint and Steel
Torch (3)
Belt pouch (2)
Spell component pouch
Waterskin

Everburning torch
Quaal's Feather token (tree)
Bag of Tricks (grey)
Cloak of Resistance +1
Wand of Cure Light Wounds
Potion of Speak with Animals (2)
Infusion of Magic Fang (3)
Infusion of Cure Light Wounds (2)
Scroll of Neutralize Poison
Scroll of Remove Disease
Scroll of Protection from Elements
Scroll of Lesser Restoration
23gp, 5sp, 7cp

Ever since he was a boy, Serith's father Aaron impressed upon him that the best life was the military. He told stories about the times he was on active duty before being assigned as a town guard, told how they fed him, clothed him, and taught him the necessary skills needed to become a man.

Serith didn't like the idea, however. He was a boy who liked to walk in the woods, to watch nature interact with itself. As soon as his chores were done, he alwasy took off into the nearby woods, and spent his time climbing trees, splashing in ponds, and running through meadows. And so the day when his father forced him to enlist was one of the worst days of his life.

At first he was assigned to infantry, but was reassigned after only 2 weeks, as the other recruits mercilessly picked on him because of his beliefs. A month in the scout division was no better - his woodland skills were up to par, but he never kept his mind focused on his job. a test that takes an average of 10 minutes took Serith over an hour!

Then fate stepped in. A caravan was arriving, and one of the horses paniced and bolted, breaking the wagon is was hauling and running wild. Without thinking, Serith jumped onto another horse and took off after it. Riding bareback, not only did he catch up with the runaway, but even managed to calm it enough to bring it back to the corral. Watching that day was a captian in the cavalry, and Serith's life took a turn for the better.

He was brought into a division of the military that appealed to him immensely. He was assigned a young mare and instantly bonde with it. People in the cavalry treated their mounts with caring and respect, and no one made Serith feel ashamed for his feeling towards animals. because of Serith's affinity towards animals, he became a superb horseman, where it semed he could almost talk to his horse and bid it what to do.

After five years in the army, and achieving the rank of sargent, Serith left to explore his own endevors. he spent the next year in the forest of civilization, learning how to live off the land, and re-discovering his talent with nature. He tried to combine his outdoors skills with his military training, but found them a little comflicting, as the few wild horses he was able to tame were limited to what terrain they were effective in.

Fate decided to step in again. He came upon a band of goblins who were assaulting a lone dire wolf monther and her two cubs. It looked like they were trying to capture the young ones, while they were doing their utmost to kill the adult. Something within Serith snapped, and animal instict within him rose for the first time. But with 20-1 odds, he would be easily killed. So, he reached out to the forest for help. The vines in the area of the cubs began to move on their own, trapping the goblins there. A flock of ravens, waiting for scraps, suddenly took flight, attacking another group with sharp beaks and claws. Which left just 6 on the she-wolf. Serith stepped out, spear in hand, and charged the remaining goblins. Two died within seconds, and the rest scattered, leaving their ill-taked companions in the entanglement to their fate. (they became the wolf's lunch, a dire wolf is not really affected by entangle.)

Serith spend days with the wolves, and came to learn that he could get mild impressions from them. the she-wolf was driven out by the alpha female of her pack for mating with the alpha male. She now looked upon Serith as her new alpha male, as he saved the live of her and her cubs.

Serith stayed with her for 6 months, until it was time for the cubs to leave the den. But as Serith turned to leave, the wolf followed. She had bonded with Serith, and was now his friend. Another 6 months passed as he trained her beyond what a wolf would normally learn, and now, they are master and mount, and friends.

And the real story was about to begin.
---

Smoke, Dire Wolf Animal Companion
HP: 6d8+18; 45 hp
Speed: 50 ft
Init: +2 (Dex)
AC: 17 (-1 size, +2 dex, +3 natural, +3 leather barding)

Abilities:
Str 25 (+7)
Dex 15 (+2)
Con 17 (+3)
Int 2 (-4)
Wis 12 (+1
Cha 10 (+0)

Saves:
Fort +8
Ref +7
Will +6

Base Attack: +3
Melee: +10
Ranged: N/A

Attacks: Bite +10
Damage: Bite 1d8+10

Skills:
Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
* +4 when tracking by scent

Special Abilites:
Trip

Gear:
Leather barding +1
Military saddle
Saddlebags

---
Conspiracy of 24 Raven Animal Companions
HP: 1/4d8; 1 hp
Speed: 10 ft, fly 40 ft (average)
Init: +2 (Dex)

Abilities:
Str 1 (-5)
Dex 15 (+2)
Con 10 (+0)
Int 2 (-4)
Wis 14 (+2)
Cha 6 (-2)

Saves:
Fort +2
Ref +4
Will +2

Base Attack: +2
Melee: +4
Ranged: N/A

Attacks: Claws +4 melee
Damage: Claws 1d2-5

Skills:
Listen +6, Spot +6,

Special Abilites:
Weapon Finess (claws)
 
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Grey Solho
Fighter Level 5/Lasher Level 1
Alignment: Chaotic Neutral
Age: 25

STR: 14
DEX: 18
CON: 10
INT: 14
WIS: 10
CHA: 10


HP: 48
Initiative: +8
AC: 20 (flatfooted 16, touch 14)
BAB: +6/1
Speed: 30'

Fortitude: +4
Reflex: +8
Will: +1

Melee Attack Bonus: +7
Ranged Attack Bonus: +8

Weapons:
Whip +1 (+2 Mighty/Shock) +16/+11 15'/S 1d2+5 +1d6 electric damage 20/x2

Skills:
Balance +6
Climb +8
Craft (Leatherworking) +10
Escape Artist +6
Use Rope +13

Feats:
Exotic Weapon Proficiency
Expertise
Improved Disarm
Improved Initiative
Improved Trip
Weapon Focus (Whip)
Weapon Specialization (Whip)

Special Abilities:
Close combat, Whip lash, Whip sneak attack +1d6,Wound

Languages: Common, Dwarven, and Elven

Armor:
Elven Chain AC +5 Max Dex +4 Ac Check –2
Buckler +1 AC ac check -1

Equipment:
Whip +1 (+2 Mighty/Shock) [8600gp]
Elven Chain [4150gp]
3 torches [9cp]
Signet Ring (Whip Design) [5gp]
Mirror (Small Steel) [10gp]
Buckler [15gp]
100gp in pouch (Yes I know he should have something like 200, but he has 100)

Grey was born the son of an accomplished soldier of the Waespland Army. His father Riven Solho was a Colonel in the army, a master of the bastard sword. He mother Tria was nurse/priestess at a local temple. They lived in a big house in the capital of Waespland, Waspe.

Ever since Grey was a child his father taught him the art of weapons armor, and battle. They trained together; Grey became a very fit and handsome young man. As a child he attended the very best schools and shown to be an able pupil. He had a handful of friends and was well liked by most people.

Around the time he was 20, Grey met the girl of his dreams, a beautiful young lady named Crystal. She also like Grey very much and was well liked by his family. He was also well liked by her family as well.

It was the same year that Grey (21) joined the Waespland Army. He was sent off to train with the other new recruits a little bit outside of Waspe. He was a very good combatant, among the best in the whole academy. It was in 2nd year of training he found the perfect weapon for him, the whip. He could do wonders with it. Even though the military instructors thought it was a waste of a weapon to master, even they saw Grey had amazing skill with it, and applauded his many sparring victories.

It was also in this year that he met a new recruit. This new Recruit would become his lifelong rival and source of pain. It was Tren Stonur, a son of a rich and powerful noble. Their personalities clashed violently. Worst part for Grey was that whenever they fought, Tren almost always one, and most of the time by some cowardly tactic…

Well one day in his third and final year of training, Grey defeated Tren in front of the whole academy. This left Tren humiliated, and he instantly sought revenge. He used his father’s position of power to accomplish this bloody and violently.

Meanwhile Grey’s father was sent off to the desert to command an exploration of the hostile deserts in the southeast. He platoon was broken up and he hasn’t been heard from.

Tren had The Solho branded as Heretics and Conspirators against the Crown. Tren was able to forge many fake documents showing of there minor, but still illegal acts against the royal family.

The soldiers came and burned Grey’s house down, they hung his mother and raped and killed his younger sister Annabelle. The house stood blacken and burned, a warning to any who would oppose the crown (or the Stonur family in that case…).

Grey was tied up and was to be executed in from of the whole city in the royal courtyard. As he was dragged through the streets people hit him with sticks, vegetables, cursing and laughing at him the whole way. His girlfriend who he once loved even smacks him while she cries to herself forever loving such an evil man.

But as they turn a corner Grey is hit with a stone…this stone though cuts the ropes on the cart that his is bound to. He frees himself quickly and quietly. In a flash he uses the rope as a whip against those who imprisoned him. “The slave can turn the whip on the master…remember that!” He shouts to the half-conscious guards on the floor.

Grey runs through the crowd and out of the city very quickly. He heads north to a snowy village between a mountain range. Once there Grey comes in contact with a very friendly Elven weapon smith and Wizard. He tells him his story, and agrees to help the Elf with a few minor tasks, and in Return the Elf equips him with a custom whip, and Elven chain mail.

Grey thanks the wizard and travels slightly father north to the capital of these snowy lands. He signs up as a guard, hoping to let time clear his name. He is recovering from the horror of the past when he receives the news that In the south a girl named Crystal (his girlfriend) was publicly executed as an attempt to draw a heretic back to the lands to be properly taken care of.

Grey breaks down after reading this news and quits his job as a guard uncertain of what to do and what is safe. He has also been hearing rumors that Tren Stonur has become a powerful general in the army and has a lot of influence on the king.

Grey decides it may be wise to find his father…Riven Solho who disappeared in the desert two years ago…If Grey knew his father the old man was in no way dead. With a strong feeling of hate and pain he sets off, hoping to do many things thought of as impossible.
 

Eminral Lol'onria
Male Elf
Fighter 6
Neutral Good

STATS:
STR: 10
DEX: 19
CON: 12
INT: 16
WIS: 10
CHA: 10

HP: 57
Initiative: +8
AC:

BAB: +6/+1
Melee: +6/+1
Ranged: +10/+6

Fort: +6
Refl: +6
Will: +2

Skills:
Ride 9/+9
Climb 9/+9
Jump 9/+9
Balance 9/+4.5
Use Rope 9/+4.5

Feats:
Point Blank Shot
Precise Shot
Far Shot
Rapid Shot
Weapon Focus (Longbow)
Weapon Specialisation (Longbow)

Gear:
Elven Chain +2 (8,150)
Longbow +2 (2,375)
Ring of Feather Fall (2,200)
200 arrows (10)
Gold: 265

I'll get a background up probably before tomorrow, but I'm having a really bad day here, and I'm not in the most creative of moods. :(

Suffice it for now to say that this is a fighter afraid of fighting.:)
 

Hot shot sailor boy.

The black mako, a fine tall-ship, cut through the waves, those tumultous waves. Sprays of salt water shot over the edges. The captain, a graying man of a name no one was certain of, just called Captain, barked out orders. It was a commisioned run, they were transporting King's shipment, and here in the storm, they were assured no pirate's were daft enough to chase them. Faileas, as he repaired a slick rope high on the second mast, thought they weren't to bright themselves. His quarterstaff has on his back as usual, the dagger in his hand slipped often, cutting into the flesh of his hand, and as it often happened, his blood and sweat and life went into the task. To ride a ship in a storm required such sacrifice. He yelled down as the sheet was opened again, catching the wind with a snap. The repaired rope holding fast.

He looked down at Captain, the man who had taken him in, and behind him, a deck-hand. In a flash of lightning he could see the blade the man carried, as he snuck upon the old man. Faileas eyes widened, then narrowed into slits. The knife in his hand was flicked upwards, and he caught it by the blade. In a throw that surprised faileas, the knife bore down on the mutineets body, falling him. Captain looked back in surprise, and drew his cutlass. Faileas fell from rope to rope, as he came closer to the deck with practiced swings and jumps. As his barefeet touched the ground, men that were once loyal, drew out their swords, and the still loyal men drew against them.

The thin, iron shod staff came from his back, and he neared Captain. The fight had not yet erupted, it held balanced, as one man's sword waited to rise, to start the attack. The man had shrugged on a long black coat, and a wide brimmed hat. His sword was not an ordinary one, a handle that sported a blade from either end. Its long, heavy length raised into the air, and the sound of steel clashed against the storm. The man in black was once thought a friend of Faileas, but obviously he had sinister ideals. While they had laughed and joked while going about their chores, Aodian had thoughts of Mutiny and gold. Well, so be it. Faileas ran out to meet him.

"Well there, Faileas, you've killed one of my men, good job. I won't hold it against you, you can join me still." Aodian's voice had changed. "Dont be foolish, you won't get anywhere this night, for I am your foe this night." Faileas said, then added, "I expect no quarter, nor shall you receive any!" With that, the duel had begun. The staff and double sword clashed against each other, the wood surprisingly resilient to the swords attack, as it deflected all that attempted to close.

It was obvious that Aodian was the agressor, with Faileas focusing more on deflecting the attacks, and he did so well. They wind had picked up, and the stars were covered by black clouds, only lanterns illuminated the battlefield. They had to yell to be heard, "Why are you doing this! You will never have a life, from this point on, all you can do is run, and hide!" Faileas yelled, after pulling an acrobat dodge, where he used his staff to flip over the blade, and land under the weapons range, his barefeet bleeding from the splintery deck they fought on. "Better that than to be a Sanctimonous whore! Why do you hang on to your buried father's antiquated teachings?!" Aodian spun and brought his blade down at the crouched faileas, but the blade met only a staff. Faileas rolled away, popping up to a stand. "My father was an honourable man, so to will i be!" He jumped back, away from a swing, and jabbed his staff forward, hitting only the mans chain armor, but the outstretched attack was an easy target, and Aodian struck the staff from underneath, out of Faileas's grip. "Your father was a lowly fisher!"

Faileas ran towards the aftcastle, aodian followed. Their body sizes varied largely, Aodian larger, stronger. Faileas smaller, more suited to the tumbling and dodging he did with the staff. Aodian realized to late what the staff fighter planned to do, and as they reached the wall, Faileas jumped, and kicked off the wall, over aodian's head, a tumbling land and running back towards his fallen staff.

The fight raged above and below deck, parts of it starting to burn as some of the lanterns were knocked down. Captain was fending off attackers, but his old frame was wearing out. He watched, in amazement, at the fight between Aodian and Faileas, they had moved from anywhere a normal duel would be held and were now fighting on the rope ladder on the sides of the ship. He had found the white haired boy among a bunch of rabble and sailor-trash. He was green then, new to the ways of the world, he had took him in, him and Aodian, and taught them the ways of the sea. Both were adept seaman, but Aodian never seemed so enthusiastic as Faileas. Both had already know how to fight, and both could have piloted a junk in a gale, he had just tried to show them how to survive on the seas, against pirates. But it seems one of them already knew all about pirating ways.

Aodian hit the deck hard, he had been kicked off the rope ladder, when faileas grabbed onto the side and swung under the net-like ladder, kicking his frame off the other side. He looked up in time to see the white-haired boy fall on-top of him, in time to raise a concealed dagger. It hurt him to do this, he had actually become friends with this fella, he knew how to have fun, and his emotional green eyes always brought the old stone heart to life with a smile. Now, stabbed with a dagger, he saw those emotional, vibrant dots of green turn to anger, as the boys red blood spilled from the wound.

They both got up, and drew their weapons from the ground, but Aodian was a few moments to late, passion stirred in faileas, and he was moved to great speed, scooping up the quarterstaff and bringing it up against Aodians chin, then again at the side of his head with the other end. The man in black stumbled back, towards the rails. Faileas ran at him and with a mighty swing of the staff, threw down his enemy, into the black maw of the sea.

He coughed as his eyes slowly drew open. He was in Captain's quarters, his stomach bound, along with a few other minor cuts he had received to the legs, arms, and chest. His feet was raw from the rough fight, and he was sore all over. He looked over to see a bottle of rum and a pipe. Captain's remedy for just about everything. It seemed he had lost an awful lot of blood from that wound(can anyone say, critical?) and had feinted after throwing down Aodian. He stumbled onto deck, with the pipe in his mouth and rum on wetting his lips. He looked to the Helm, and to the sky, to see the bright sky, and seagulls, and sun. And then around on the deck to see the small amount of men that ran the vessel. One of them, a thin man with glasses, came up to Faileas. "Im sorry, me lad, Captain has fallen, and a small lifeboat was taken, with some of the King's Gold..."

As the seagulls suggested, they were close to land, and soon the shipment was brough to harbor. Faileas seemed to live ina dream for those few days, he had gotten paid handsomely, as the normal fee was split between so few men. THey had offered him a spot as the Captain, but he refused, and the ship went to the bespectacled man. He mourned for several days, but he seemed to recover easily enough, he knew Captain would've had it no other way, to die on the sea. And so, he started his Adventuring career, because, well. Not much else to do.


Code:
Faileas Aethean Lacrymae
Male Human
Rogue 2/Ftr4
AL: CG
SPEED: 30 ft.
HEIGHT: 5ft. 10in.
WEIGHT: 148 lbs
EYES: Dark Green 
HAIR: Blonde/White
LANGUAGES: Common
XP: 15,000/21,000

Str 14
Dex 16
Con 12
Int 13
Wis 12
Cha 14

HP: 42 
AC: 10 + 3 + 4 + 2 = 19 
BAB: +5
INIT: +3

FORT: 4 + 1 + 0 = 05
REF:  4 + 3 + 0 = 07
WILL: 1 + 1 + 0 = 02

SKILLS        RANK ABIL MISC TOTAL
Balance		5 + 3 + 2 = 10
Bluff		5 + 2 + 0 = 7
Sense Motive    5 + 1 + 0 = 6
Hide		5 + 3 + 0 = 8
Jump		5 + 2 + 2 = 9
Listen		5 + 1 + 0 = 6
Move Silently	5 + 3 + 0 = 8
Profession
(sailor)	5 + 1 + 0 = 6
Spot		5 + 1 + 0 = 6
Tumble		5 + 3 + 2 = 10

Climb           8 + 2 + 0 = 10
Ride            2 + 3 + 0 = 5
Swim            4 + 2 + 0 = 6

Speak Language(Valduni Sign) 2 ranks

FEATS 
Ambidexterity
Two Weapon Fighting
Parry
Expert Parry
Improved Parry
Expertise
Combat Reflexes

COMBAT
Quarterstaff(+1/+1) +8    1d6+4        x2 Bludgeoning
Quarterstaff(+1/+1) +6/+6 1d6+4/1d6+2  x2 Bludgeoning
Grappling x-bow     +7    (attack on object to latch on)
Bomb                +7    2d6 (5ft radius) 10ft. range.

INVENTORY
10 lbs 01 Mithril Chain-Shirt +2
04 lbs 01 Quarterstaff +1/+1(with custom grips[+5 against disarm])
-- lbs 01 Ring of Sustenance

01 lbs 01 Side bag(strap is potion belt)
-- lbs 06 CLW(on potion belt)
01 lbs 01 Bomb
01 lbs 02 Smokebombs
-- lbs 06 Tindertwigs
-- lbs 04 Sunrods
01 lbs 10 PP
       08 Gp
       12 Sp
       04 Cp
12 lbs 01 Crossbow, grapple-firing
08 lbs 10 Bolts, Grapple

Total: 39lbs(14 without bag)
LOAD: Light [58/116/175]
 
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Name: Vopha-ketat Mehir-dati Valdunai
(Translated, this means "Traveling Warrior of the Generation of Flies, of the Valduni people."
"Vopha'at," meaning "Traveler," is a proper abbreviation of the name for address.
"Vopha" is generally acceptable, although it is informal and in some cases impolite.
He has a name in Valduni Sign as well, but there is no vocal equivalent.
Further, he has a verbal name, but that is kept for only the most trusted of people.
He is called "Kehat," or "coyote," by those who knew him in his youth.)

Race: Human, of the Valduni people. Sandwiched between great kingdoms, the arid desert-plains of the Valdun have remained undisturbed. The land is not greatly desirable, but more importantly, it is defended by one of the most storied, mysterious, and determined folk in the known world.
The Valduni are a nomadic folk, wandering their plains, raising goats, hunting wildlife, and gathering natural food. Farming is a known practice among them, but rarely a fruitful one.
To an outsider they appear to have no government, but in truth they are ruled powerfully by a set of codes, ethics, and traditions, developed over thousands of years, and adhered to faithfully within the culture.

Traditions: The Valduni observe a wide array of nuanced traditions. Most evident to foreigners is their level of privacy: Voice, face, and name are considered prized possessions, and never revealed casually.
Voice is the least-kept-secret, as a member of the Valduni will often speak freely with anyone they are well-acquainted with. The face is much more guarded, and revealed only to the closest of family and friends. A Valduni's name, however, will only be known to their parents and their spouse, or someone who has become equally close to them.
Most communication takes place through Valduni sign, a system more intricate than their spoken language. The two languages do not overlap: There is no one-to-one corrolation between sign and syllable, and they are no more similar than any two languages across the globe. Spoken communication in a foreign language is considered less personal than speaking in Valduni, and the voice is more likely to be heard in this form.

The Ketat: Among the traditions of the Valduni, one of the most important is Ketshana, a warrior-discipline which is treated as a way of life. A Valduni warrior, or "ketat," will be regarded with great respect within the society, and in turn take a great burden upon themselves. The ketat are among the most skilled, disciplined, well-rounded warriors of the world, and have become subject of much myth and embellishment in outside cultures. What is true is that they are practiced and precise: That no army has ever won a battle against the Valduni is testament to their ability.
Part of their success may stem from their unorthodox fighting style. The Ketshana dictates that armor is dishonorable, a sign of fear and of weakness. A ketat may carry a sling to protect him- or herself from enemies which are out of reach, but the shortbows used in hunting never make their way to the battlefield: The refusal to confront an opponent face to face is again seen as cowardly, and disrespectful.
Valduni weaponry has grown in harmony with the ketshana: The Valduni shortsword, or "ketta," is prized for its light weight and fluid motion. The quarterstaff is a prized weapon as well, for its ability to defend as much as attack. The most esteemed weapon of the ketat, however, is the Valketta -- a double-bladed quarterstaff balanced and honed to be used with unmatched grace and speed. It is said that a master ketat with nothing but his Valketta can outmatch even the fiercest army of foot-soldiers.

The Vopha-ketat: Every generation -- every sixteen years -- one young student of the Ketshana is selected through open competition, testing their potential, discipline, and well-roundedness. That young ketat is sent out from the Valdun, to spend his or her prime years in foreign lands, to wander and subvert any threats to the Valduni people or their way of life. While their duties may seem indefinite to outsiders, this is seen as a great and noble sacrifice.
The selection process is complex, favoring diverse skills over any one success. The system is known by all, and there are no judges: Once a youth demonstrates their fitness, it goes unquestioned, and all take for granted that they have earned their burden.

Vopha-ketat Mehir-dati Valdunai: He began life the son of goat-herders, learned to hunt rabbit, dig for roots, and live off the land. His common name was Mishkehat -- "He Who Steps as the Coyote." When his instincts as a hunter were recognized, he was welcomed to the path of the Ketshana, progressing little more rapidly than his peers. He was not outstanding, but as the time of the Traveler approached he worked hard to hone his skills and round his abilities. In the end the honor, and the burden, were his.

Adventures: Although a fresh-faced youth, the reputation of the Valduni preceded him, and he was regarded with fear and apprehension by many. Others were quick to appeal to him for assistance -- as he traveled the lands, he met with many challenges for which he was less than prepared.
Now barely a man, his skills are more practiced, and he is more fit to protect the principles of the Valduni.

Character sheet:

Vopha

Human Monk 6
Age: 21
Height: 5'10"
Weight: 138 lbs
Hair: Black
Eyes: Brown
Skin: Dark tan
HP: 6d8+12, 44 hp
Speed: 50
Init: +4
AC: 18 (+4 Dex, +2 Wis, +1 Monk, +1 Armor)
Alignment: LN

Abilities:
Code:
[color=white]
Str 14    +2
Dex 16/18 +3/+4 (Gloves of Dex +2)
Con 14    +2
Int 13    +1
Wis 14    +2
Cha 8     -1
[/color]

Fort +7
Refl +9
Will +7

BAB: +4
UBAB: +4/+1
Melee: +6
Ranged: +8

Weapons:
Code:
[color=white]
+1/+1 Valketta: +9/+6, or +7/+7/+4, Damage: 1d6+4, or 1d6+3 19-20/x2 (S)
Unarmed Strike: +5/+2, or +3/+3/+0, Damage: 1d8+2           x2       (B)
Dagger: +5, Damage: 1d6+2 19-20/x2 (P)
Sling:  +8, Damage: 1d4   x2       (B)
[/color]

Equipment:
Code:
[color=white]
+1/+1 Valketta         4700gp   8lb
Dagger                    2gp   1lb
Sling                     -     -
10 bullets                1sp   5lb
Monk's outfit             5gp   2lb
Belt pouch                1gp   3lb
Gloves of Dexterity +2 4000gp   -
Bracers of Armor +1    1000gp   1lb
Ring of Sustenance     2500gp   -
75 pp, 40 gp, 19 sp    7919sp   3lb
-----                 -------  ----
Total:                13000gp  23lb
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Carrying capacity: 43 light, 86 medium, 130 heavy.

Skills: (54 skill points)
Code:
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Balance        +6  (2 ranks)
Climb          +3  (2 ranks)
Escape Artist  +6  (2 ranks)
Heal           +6  (4 ranks)
Hide           +13 (9 ranks)
Listen         +5  (3 ranks)
Move Silently  +13 (9 ranks)
Spot           +5  (6 cc-ranks)
Tumble         +13 (9 ranks)
Wild. Lore     +5  (6 cc-ranks)
Language (Common)  (2 ranks)
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Feats: Exotic Weapon Proficiency (Valketta), Track, Expertise, Weapon Finesse (Valketta)

Special abilities: Unarmed Strike, Stunning Attack (6/day, DC 15), Evasion, Deflect Arrows, Still Mind, Slow Fall (30ft), Purity of Body, Improved Trip

Languages spoken: Valduni, Valduni Sign, Common
 
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