Insight's "Shadow of Set" - OOC Thread


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Droban Ironthane
Medium Humanoid (Dwarf)
Neutral Good Fighter 1 (250/1000 XP)

Hit Points: 13 (1d10+3 Hit Dice)

Initiative: +1

Speed: 20' (medium enc.)

Abilities:
Str 16 (+3)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 8 (-1)
Cha 12 (+1)

AC: 18 (+6 Class Defense, +1 Shield, +1 Dex), Touch 17, Flat-Footed 17

Saves: Fort +5, Ref +1, Will -1

Base Attack/Grapple: +1/+4

Primary Attacks:
Dwarven Waraxe: +5 melee (1d10+3/20/x3)
Throwing Axe: +3 ranged (1d6+3/20)
Warhammer: +4 melee (1d8+3/20/x3)
Dagger: +4 melee (1d4+3/19-20)


FEATS
Weapon Focus: Axe Group, Power Attack.

SKILLS
Appraise 0(+2), Balance * +0, Bluff +1, Climb * +6 (4 Ranks), Concentration +3, Diplomacy +1, Disguise +1, Escape Artist * +0, Gather Information +1, Heal -1, Hide * +0, Intimidate +5 (4 Ranks), Jump * -4, Listen -1, Move Silently * +0, Ride +1, Search 0(+2), Sense Motive -1, Speak Language x2, Spot -1, Survival -1, Swim * +1, Use Rope +3.

LANGUAGES
Common, Dwarven

Racial Traits: Dwarf
Base land speed of 20 ft., not reduced when wearing medium or
heavy armor or when carrying a medium or heavy load

Vision & Senses
Darkvision 60 ft.

Class Features: Fighter 1st
1x Bonus combat-oriented Feat
Weapon Proficiency Groups: Basic, Axes, Picks/Hammers, Slings/Thrown Weapons, Maces/Clubs

Conditional Bonus - Dwarf Race
+2 racial bonus on saves against spells and spell-like effects
+4 dodge bonus to AC vs creatures of the giant type
+1 racial bonus on attack rolls against orcs and goblinoids
+2 Save vs Poison
+2 on Appraise Stone or Metal Items
+2 racial bonus on Craft related to Stone or Metal
+2 racial bonus on Search to notice unusual stonework [Stonecunning]
+4 on checks to resist being bull rushed or tripped [Stability]

EQUIPMENT
ARMOR WORN: None.
SHIELD: Light Steel Shield.
Dwarven Waraxe, 2xThrowing Axe, Warhammer, Dagger, Backpack, Bedroll, 2xWaterskin,
Mug, Silk Rope, Whetstone, Traveler's outfit, 3xTrail Rations, 2xSack,
2xAlchemist's fire, Flint and Steel, Pipe, Tobacco
Total Weight: 54.3 lb (Light Load)

MONEY
Platinum:0 Gold:112 Silver:0 Copper:0.

APPEARANCE: Droban is relatively tall and lean by dwarven standards, standing 4'6" and weighing 145 pounds. His coarse black hair and beard are most often found thickly braided with small bands of metal, in an effort to minimize the deleterious effects of Majoor's heat. Bright green eyes, rare for a dwarf, peer out from beneath bushy, scowling brows, and Droban's skin is brightly ruddy, seemingly in a constant state of sunburn. He wears simple, functional clothing, usually in colors of tan, cream, or dark yellow. Droban fairly bristles with weaponry...a warhammer, dagger, pair of throwing axes, and of course, Marakul (a dwarvish word that translates roughly to 'sharp and gleaming'), his trusty waraxe.

PERSONALITY: Droban is a proud son of the Ironthane clan, stout of heart and loyal to clan and liege. Droban is prone to a love of strong mead, rich tobacco, coarse humor, good companionship, and bloody violence, not necessarily in that order. Like many of his race, he is intensely suspicious of much magic and the elves he so closely associates with it. Never one for devout religious following, he remains tolerant of the beliefs of others, so long as no one gets hurt in the process. Mindful of the wars of his forefathers, he harbors a special grudge against those of goblinoid or orcish blood. Any half-orcs who claim not to be out to slaughter all of dwarvendom will need to work very hard to prove it to Droban.

BACKGROUND: Born 53 years ago in the Mistwall mountains, Droban is the third son of Grodun Ironthane. As did his brothers before him, Droban grew up learning how to wield the axe, and as a younger dwarf, he fought in some of the endless skirmishes against the goblins of the Splitskull and Rotface tribes that infested the tunnels under the peaks. Yet, Droban found a wanderlust stirring in his heart, one that would not fade no matter how many tunnels he dug or goblins he slew. He longed to see the surface world. Seeing that Droban was unhappy with his lot, his family said their goodbyes and allowed him to depart in hopes that he would return one day.

Droban traveled far, over mountains and through valleys; traversing broad forests and crossing wide rivers. Through it all, he stayed in the towns and cities of men, and learned more and more of the diverse customs of humans and the other races that abode there. When he was in need of money, he hired himself out as a guard or sellsword, an occupation in which he excelled. Finally, hearing of an opportunity to travel to the exotic desert city of Majoor, his curiosity got the better of him, and he hired on as a merchant's guard for the expedition.

After three weeks in Majoor, Droban, perpetually sunburned and sweaty, decided he had had enough of the sweltering heat and irritating sand. However, his previous employer had run into some trouble with the local authorities over a matter of taxes unpaid, and Droban found himself out of work. Broke, he responded to a post on the wall of the Twin Scimitars Guild, and came into the acquaintance of Isphet the Moneylender, a man who Droban now considers to be a friend. The pair were briefly hired to assist the local militia in tracking down some camel thieves who were hiding in the desert. In the course of that mission, Droban and Isphet met Avardis, who was stranded at an oasis. Although Avardis was a practitioner of suspect arcane arts, Droban had to admit that the sorcerer's skills proved useful in handling the thieves. Now the three have returned to Majoor following the completion of that mission, and have struck up a conversation regarding future endeavors. While still uncertain about his long-term future in Majoor, Droban has come to enjoy the companionship of his new friends, and so, for now, he remains.
 
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Insight,

Droban's sheet is now complete, so far as the crunchy part is concerned. I will complete the fluff over the next couple of days, but I wanted to let you look at the numbers, and make sure you are happy with everything. Just let me know if you need anything added, reformatted, clarified, etc.

YOA
 

G'Sharn Sirroc
Gender: Male
Race: Halfling
Class: Druidic Avenger 1
Alignment: Lawful Neutral

(Stats in green indicate Predator form)

Str 12/16 -- (+1)/(+3)
Dex 14 -- (+2)
Con 14 -- (+2)
Int: 9 -- (-1)
Wis: 16 -- (+3)
Cha: 9 -- (-1)

Hit Points: 10
Defense Bonus: +4
AC: 17/ 21, Touch: 17, Flat: 11 /15 (Unarmored)
Init: +6
BAB: +0, Grap: -4
Speed: 30'/ 50'
Fort +5, Ref +3, Will +5

+2 Melee, Scimitar, 1d6+1, 18-20/x2, Slashing
+4 Ranged, Sling, 1d3+1, x2, Bludgeoning
+4 Melee, Bite, 1d4+3, x2, Piercing

Small, 3' tall, 34 lbs., 34 yrs old
Black, close cropped hair, green eyes, tan skin

-1 Appraise (0 Ranks -1 Int)
+2 Balance (0 Ranks +2 Dex)
-1 Bluff (0 Ranks -1 Chr)
+3 Climb (0 Ranks +1 Str +2 Racial)
+2 Concentration (0 Ranks +2 Con)
-1 Diplomacy (0 Ranks -1 Chr)
-1 Disguise (0 Ranks -1 Chr)
+2 Escape Artist (0 Ranks +2 Dex)
-1 Forgery (0 Ranks -1 Int)
-1 Gather Information (0 Ranks -1 Chr)
-1 Handle Animal (0 Ranks -1 Chr)
+3 Heal (0 Ranks +3 Wis)
+6 Hide (0 Ranks +2 Dex +4 Size)
-5 Intimidate (0 Ranks -1 Chr, -4 Size)
+3 Jump (0 Ranks +1 Str +2 Racial)
+5 Knowledge (nature) (4 Ranks -1 Int, +2 Druid)
+5 Listen (0 Ranks +3 Wis +2 Racial)
+4 Move Silently (0 Ranks +2 Dex +2 Racial)
+2 Ride (0 Ranks + 2 Dex)
-1 Search (0 Ranks -1 Int)
+3 Sense Motive (0 Ranks +3 Wis)
+3 Spot (0 Ranks +3 Wis)
+9 Survival (4 Ranks +3 Wis +2 Druid)
+1 Swim (0 Ranks +1 Str)
+2 Use Rope (0 Ranks +2 Dex)

Languages: Common, Halfling

Feats
-- Improved Initiative

Weapon Groups
-- Druid Weapons
-- Basic Weapons

Halfling Traits
-- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
-- +1 racial bonus on all saving throws.
-- +2 morale bonus on saving throws against fear
-- +1 racial bonus on attack rolls with thrown weapons and slings.

Druidic Avenger Abilities
-- Nature Sense (Ex): +2 on Knowledge (nature) and Survival checks.
-- Wild Empathy (Ex): 1d20-4 to determine the wild empathy check result.
-- Wild Shape (Su): Predator form as Swift action, at will.
-- Fast Movement (Ex): +10' to movement.
-- Rage (Ex): 1/day for 7 rounds, +4 bonus to Strength, +4 bonus to Constitution, and a +2 morale bonus on Will saves, but -2 penalty to Armor Class.

Spells
-- 0 Level: Cure Minor Wounds, Detect Magic, Know Direction
-- 1st Level: Endure Elements, Magic Fang

Equipment
-- Scimitar (15 GP)
-- Sling, 10 bullets (1 SP)
-- Backpack (2 GP)
-- Flint and Steel (1 GP)
-- Waterskin (1 GP)
-- 5 days trail rations (2 GP, 5 SP)
-- Potion of Cure Light Wounds (50)
-- 8 GP, 4 SP

History:
G'Sharn is a wanderer, an outcast from his nomadic tribe for reasons that he flatly refuses to discuss. He's spent the last few years acting as a guide for various caravans, and knows the desert like the back of his own hand. Or so he maintains....

He's made it his business to deal with, in a generally fatal manner, any bandits, marauders, or evil-doers that he should happen across. He has no compunction about killing such creatures in their sleep, and leaving their corpses for the vultures.

He's been in Majoor for nearly a month now, although he's not at all sure why this is. The city makes him uncomfortable; the noise gives him a headache, the smell makes him nauseous, and the less said about the sights, the better.

Even worse, however, are abominations like Scorpitaurs. Twisted perversions of the natural order, such things simply should not be. And G'sharn was doing his best to make this clear to a group of these foul things when he first saw Dirk, carving his way through their mutual foe.

Trust doesn't come easily to G'Sharn these days, but even so, he had a good feeling about the ranger. Someone he could trust to watch his back, without burying a dagger in it. When Dirk suggested alerting the nearby monasary, G'Sharn agreed to accompany him, with only a minimal amount of grumbling about it. And to his own surprise, it was G'Sharn himself who suggested that he and Dirk find their mising brother.

He's still not certain why....

Appearance:
G'sharn generally keeps himself wrapped in a tattered brown burnoose, with only his eyes visible. His voice is a harsh rasp, oddly deep for such a small figure, but he speaks only rarely in most company.

His predator form is that of a larger than average "Sandcat" -- a tawny-furred feline native to the Blasted Desert, with large, tufted ears and a bobbed tail. He commonly wears this form when he needs to travel long distances, not least because it makes it all the easier to avoid other travellers.
 
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Guys, remember that we're using the Class-based Defense and Weapon Group rules from UA. There are links to them on the first post in this thread if you don't own UA.

In your character posts, please reflect the weapon groups you've chosen and whether or not you are using a Defense bonus or wearing armor.
 

Insight said:
Guys, remember that we're using the Class-based Defense and Weapon Group rules from UA. There are links to them on the first post in this thread if you don't own UA.

In your character posts, please reflect the weapon groups you've chosen and whether or not you are using a Defense bonus or wearing armor.
Issues fixed (I think). Thank you!
 


DIRK REDHAND

[sblock=Character]
Name: Dirk Redhand
Class: Ranger 1
Race: Desert Half-Orc
Alignment: NG
Age: 18
Gender: Male
Weight: 160 Lbs
Height: 6’ 5”
Skin: Deep Tan
Eyes: Brown
Hair: Black

HP: 10 / 10 (1d8+2)


Abilities
Str 12 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

Stats
AC 16 (+3 Class, +3 Dex)
Touch 16, Flat Footed 13

FORT +4 (2 base, +2 Con)
REF +5 (2 base, +3 Dex)
WILL +2 (0 base, +2 Wis)

INIT +3
BAB / Grapple +1 / +2
Speed: 30ft

Melee
+2 Falchion (2d4+1, 18-20 x2)

Ranged
+4 Longbow (1d8, x3)

Feats
Run (Racial)
Track (Class)
Point Blank Shot (1)

Class Features
Favored Environment, Track, Animal Empathy

Weapon Group Proficiencies
Basic Weapons
Bows
Heavy Blades
Spears and Lances

Racial Features
Heat Endurance, Low Light Vision, Run, Orc Blood

Favored Environments
Desert (warm) = +2 on Hide, Listen, Move Silently, Spot, and Survival checks

Skills (6+0) x4 = 24
Handle Animal +3 (4 Ranks, -1 Cha)
Hide +5 (2 ranks, +3 Dex)
Knowledge (Geography) +4 (4 Ranks, +0 Int)
Knowledge (Nature) +4 (4 Ranks, +0 Int)
Listen +4 (2 Ranks, +2 Wis)
Move Silently +5 (2 Ranks, +3 Dex)
Spot +2 (2 Ranks, +2 Wis)
Survival +6 (4 Ranks, +2 Wis)

Languages
Common
Orc
Draconic

Stuff 80 GP, 8 SP, 8 CP, 41 Lbs
Longbow (75 GP, 3 Lbs)
40 Arrows (2 GP, 6 Lbs)
Falchion (75 GP, 8 Lbs)

Traveler’s Outfit (1 GP, 5 Lbs)
Backpack (2 GP, 2 Lbs)
Bedroll (1 SP, 5 Lbs)
Flint and Steel (1 GP, - Lbs)
Torch x2 (2 CP, 2 Lbs)
Trail Rations x2 (1 GP, 2 Lbs)
Waterskin x2 (2 GP, 8 Lbs)


Light Load= 43 Lbs
Medium Load= 86 Lbs
Heavy Load= 130 Lbs
Lift= 130 Lbs
Push / Drag= 650 Lbs
[/sblock]

[sblock=Background]
Dirk was born on the outskirts of Majoor, his meager home being just inside the actual city. He was never really accepted as a child, his Orc blood always showing through (even though he was really only one quarter Orc) which kept him separate from the other children. Their parents didn’t want their children playing with one of them. So he learned to be on his own. He discovered he could stay out in the desert longer than the other children and longer than even some of the adults. He spent most of his days out there, just wandering in the heat of the Blasted Desert. He taught himself how to use a bow, a present from his father, and even learned some sword play from his parent’s friends (which there were few of).

As the years went on he spent more and more time in the Desert, even teaching himself how to run across the sea of sand to get from oasis to oasis. He memorized these oases and used the knowledge to lead travelers and merchants through the desert. As of late he has been acting as a guide to anyone who wants to pass through the desert, and as somewhat of a body guard to them now that the Scorpitaurs had moved into the trade routes. He hated the beasts, the unnaturalness of them really got under his skin. Their constant desire to kill those he was guiding bothered him too.

He was crossing back across the desert one day when a group of the foul beasts showed up and though him easy prey. Bad luck for them. After taking a few down with his bow, they had gotten too close. He drew his Falchion from across his back and waded into his adversaries slashing in wide sweeping arcs, slicing off claws and tails and chitin flying through the air when he noticed he was not the only one doing the killing. A Sandcat had shown up and had pounced into the fray, ripping apart the Scorpitaurs with it’s claws. He thought this odd, as the Sandcats usually aren’t active until after dark and very rarely attack anything bigger than themselves. As he drew nearer though, he noticed something very odd about this one, more odd than the already observed, this one seemed to be intelligent. He discovered after the battle that it wasn’t a Sandcat but actually a Druid who despised the Scorpitaurs even more than he did. They, now deciding to travel together, followed the abomination’s tracks back to an area Dirk knew to be close to a monastery. They went and warned the monks of the Scorpitaurs nearness to their home, but the monks seemed more worried that one of their order was out in the Desert, and may have come across another pack of the terrifying creatures. G’Sharn, as the Druid was called, and Dirk set off to locate this lost monk, only to find him not too far from the Monastery exploring a dried up Oasis. He claimed he found some evidence of the Cult of Set…

Dirk is dressed very plainly, wearing baggy tan clothing and a raggedy black burnoose that covers most of his dark tan skin and face, though his long singular braid of hair can be seen protruding from it.[/sblock]
 
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