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[OOC] - Sons of Gruumsh.


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And a drow cleric is by no means hale and hearty - she will keeping to the shadows and hiding behind folks, and I'm planning on taking some of the drow paragon levels as well, which will only provide a d6 for HD.... :cool:
 

True on both account. I might consider taking a 5th if that would solve this, but as of now we don't have a huge queue of people *grins*
 


I'd be interested. I'm thinking dwarven or human fighter, two-weapon wielder, axe & warhammer... going for that tactical feat in CW. Maybe 1 level of rogue to help cover that spot if necessary.

Edit: s@s, I'm thinking the reason for the lack of players is the site. I've losted quite a few posts and, especially the dm ones, take quite a long time to reconstruct. I've gotten into the habit of copying all my text before I post.

I've noticed a few people popping up on other sites (I've got a couple games I'm playing in elsewhere) that I know from here.
 
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I agree -- this site has been horribly slow as of late, and is probably driving off a lot of the people.

I don't know what happened to this place, but if it continues, games will start to die even faster than they already are......
 




Code:
[B]Name:[/B] Kergan Bloodhammer
[B]Class:[/B] Rogue 1 / Fighter 2/ Ranger 1	[b]Starting Level[/b]: 4
[B]Race:[/B] Dwarf
[B]Region of Origin:[/b] 
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] CG
[B]Deity:[/B] Moradin

[B]Str:[/B] 17 +3 (10p.)	[B]Level:[/B] 4	[B]XP[/B]: XXXX
[B]Dex:[/B] 12 +1 (04p.)	[B]BAB:[/B] +3		[B]HP:[/B] 40 (6+5+7+6+16)
[B]Con:[/B] 18 +4 (10p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 14 +2 (06p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] 1 Str
[B]Wis:[/B] 10 +0 (02p.)	[B]Init:[/B] +5	
[B]Cha:[/B] 06 -2 (00p.)	[B]ACP:[/B] -18		

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+9	+4	+1	+X	+X	+X	24
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 23

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+9	+5	+4	
[B]Ref:[/B]	+5	+4	+1	
[B]Will:[/B]	+0	+0	+0	
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
+1 Dwarven Waraxe		+6	1d10+4	20/x2	
(Vs. Orcs +7 to hit & 1d10+6 damage)

[B]Notes:[/B]

[B]Languages:[/B] Common, Dwarven, Elven, Giant, Goblin, Orc, Sylvan, Gnome, Halfling, Terran  (Spent 12 skill points to learn 6 new languages)

[B]Abilities:[/B] 
Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal

Ranger:
Favored enemies
Track as bonus feat (already included)
Favored Enemies:
Humanoids (orc) +2

Rogue:
Sneak Attack +1d6
Trapfinding


[B]Feats: [/B] 

Power Attack  
Cleave  
Improved Initiative  
Track [free to rangers] 
Weapon Focus x1 Weapon(s): Dwarven Waraxe


[B]Skill Points:[/B] 56 [B]Max Ranks:[/B] 7/4
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Disable Device               +8        +2        4     +2[MW Thieves Tools]    
Knowledge (dungeoneering)    +7		+2        5
Knowledge (nature)           +7		+2	  5
Listen			     +7		+0	  7
Open Lock                    +7         +1        4    +2[MW Thieves Tools] 
Search                       +9         +2        7
Spot			     +7		+0	  7
Survival                                 +5                 +0           5

[B]Notes:[/B]
This character also has 6 ranks in Speak Languages. (12 skill points total)
Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.


[B]Equipment:		Cost	Weight[/B]
+1 Fullplate		2,650gp	50lb
MW Tower Shield		180gp	45lb
+1 Dwarven Waraxe	2,330gp	8lb
Potion of CLW (x2)	100gp   -lb
MW Thieves Tools	100gp	2lb
Misc. Adventuring Gear  35gp    20lbs

[B]Total Weight:[/B]125lb	[B]Money:[/B] 5gp

History: Kergen was born into poverty, his father couldn't make ends meet and his mother had died early in his life. He took to the streets as early as he could remember, and growing up in a human city it was easy to find others like him. Kergen soon ran with a pack of pickpockets and cutpurses, but he was never very capable as a sneak. He was caught by the local constabulary and was to be hanged for his crimes. Hanging from the gallows, Kergen held on as long as he could when a freak summer storm struck. The howling winds blew the structure over, and Kergen managed to free himself under the cover of the storm. The scar still burns a fierce red to this day and he wears high-collared shirts to cover it.

He left the settlement and travelled from town to town, spending little time in any one place for fear of bounty hunters (not realizing that his petty crime wouldn't warrant such extreme measures). Kergen spent time serving on local militias and was trained in a variety of weapons during his travels.

Kergen found that he enjoyed the time he spent away from the towns, travelling was his calling and so he continued. Kergen ran across a human living in the forest, who taught him about different aspects of nature and a respect for nature. Kergen settled in this forest with the human and finally found peace for his troubled soul, the human didn't judge him on his past life. One day a group of orcs attacked and caught the duo by surprise, Kergen and the ranger fought fiercely and drove them back. The wounds they suffered were great, and eventually the human succumbed to his wounds, leaving Kergen to recover alone. Once his strength returned, Kergen's soul burned for vengence and he began a one-man war against the orcs of the area. After procuring a set of magical platemail from a local city, Kergan trampled through the forest slaying orcs with no heed for his own safety. Eventually, he slew the small band of raiders and so turned his attentions to tracking where they came from. His tracking led him to the region of Thar and the city of Melvaunt. Having heard the rumours about missing nobles, Kergen decides to inquire as his coin purse is low and he could use some additional supplies to continue his war.
 
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