OOC: The story of the Clan - The Sunless Citadell.

Tailspinner said:
Do you mean old or venerable?

Middle Aged (-1 physical stats, +1 mental stats)
Old (-3 physical stats, +2 mental stats)
Venerable (-6 physical stats, +3 mental stats)


I mean old, thank you for pointing that out!

I like both your characters so far by the way!
 

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Tilcho
Male Gnome Barbarian/Warrior 1
Alignment: Chaotic Good

Height: 3'1"
Weight: 42#
Build: Athletic with good muscle tone
Skin: Well-tanned
Eyes: Light Blue
Hair: Dark brown, slightly past shoulder length
Age: 63

Str: 13 +1 (15, -2 race)
Dex: 14 +2
Con: 15 +2 (13, +2 race)
Int: 10 +0
Wis: 12 +1
Cha: 8 -1

Racial Abilities: +2 Con, –2 Str, Small size, Base speed 30 feet, Low-light vision, Gnome hooked hammers weapon familiarity, +2 Racial bonus on saving throws against illusions, Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes, +1 Racial bonus on attack rolls against gnomes, +4 Dodge bonus to AC against monsters of the giant type, +2 Racial bonus on Listen checks, Languages: Gnome and Common / Draconic, Dwarven, Elven, Giant, Goblin, and Orc, Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute), Spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, Caster level 1st; save DC 9

Class Abilities:Fast Movement, Illiteracy, Rage 1/day

Hit Dice:1d12
Hit Points: 14 (16)
AC: 16 [10 base, +1 size, +2 Dex, 3 armor (studded leather)]
Check Penalty: -1
Initiative: +2
Speed: 40 feet

Saves
Fort: +4 (+2 base, +2 Con)
Ref: +2 (0 base, +2 Dex)
Will: +1 (0 base, +1 Wis)

BAB: +1
AB: +3 (+5) [1d8+1(+2), x3, Small Halberd)

Skills
Climb +5 (4 ranks, +1 Str)
Handle Animal +2 (3 ranks, -1 Cha)
Jump +3 (2 ranks, +1 Str)
Listen +3 (2 ranks, +1 Wis)
Ride +4 (2 ranks, +2 Dex)
Swim +3 (2 ranks, +1 Str)


Feats
Weapon Focus: Halberd

Languages
Common
Gnome

Equipment
Small Studded Leather: 10#
Traveler's Clothes: -
Small Halberd: 6#
Waterskin: 1#
Total = 17#

Physical Description: Tilcho is of average height, but his build hints at the strenuous activity that he enjoys: fighting. His dark hair hangs just past his shoulders, and it is not uncommon for it to be braided. His light blue eyes are sharp and he takes in everything around him, though he is soft-spoken. He wears dark green breeches, a light wool shirt, well-worn boots, a belt from which hangs a waterskin, as well as his studded leather armor and his trusty halberd.

Personality/Background: Tilcho is of average intelligence, though one would not think it to converse with him. He is quiet, except when the rage takes him. In the arena he was one of Kranimatraxius' best. His foes often underestimated him because of his calm demeanor, but soon found that he is a warrior to be reckoned with. He is not much of a leader, but takes orders well. Though he was at first not sure that going to Oakhurst was smart, but as others volunteered he felt himself drawn along as well. Ellawyn clinched the deal for him, and he volunteered as well. He loathes seeing any of the children come to harm.


I have to head out for the moment. I am not completely "in the know" for gestalt rules, and I think I have everything correct. Heh. I will fill out my skills set later tonight. Hope everything looks ok. :)
 
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Jinji Baggsbywiz Gnome Male Gestalt (Warrior/Ranger) 1
Str 12 (+1), Dex 15 (+2), Con 10 (0), Int 13 (+1), Wis 12 (+1), Cha 10 (0)
Fort +4, Ref +4, Will +1
Atk 2 melee - dagger, punching (1d3/x3), +4 ranged - dagger (1d3/x2)
AC 18 (base+size+dex+armor), hp 8
Speed: 30ft
SA: Low-Light Vision, Gnomish Traits (except: +1 racial bonus on attack rolls against warriors); Favored enemy (1: Gnomes), Track, Wild Empathy
Languages: Common, Gnome, Draconic
Skills/Feats: Climb (+2), Craft (woodworking) (+2), Handle Animal (+2), Heal (+2), Hide (+5), Jump (+2), Knowledge (dungeoneering) (+2), Knowledge (nature) (+2), Listen (+3), Move Silently (+3), Ride (+2), Search (+2), Spot (+2), Survival (+3), Swim (+2); Weapon Finesse
Spells - Ranger (0/0):
Spells - Racial: 1/day Speak with Animals (burrowing mammals only, duration 1 minute), 1/day Prestidigitation (Performs minor tricks), Dancing Lights (Creates torches or other lights), Ghost sound Ghost Sound (Figment sounds)
Equipment: Studded Leather, Punching Dagger, Dagger

Physical Description: working on...

Personality:

Background: any more information from the DM?

any problems with the sheet?
 

AmorFati: As I do not want to be a game hog, I will step out of this one. However, if a spot does open up once things get kicked off, or if you need someone to NPC somebody, just let me know...:)

I will be lurking to see how my gnomes are doing..:)
 

Malexander Titwillow
Male Gnome Sorcerer/Warrior 1
Alignment: Chaotic Neutral

Height: 3’4"
Weight: 44
Skin: Fair
Eyes: Green
Hair: Brown
Age: 49

Str: 6 (-2) [8, -2 race]
Dex: 13 (+1) [13]
Con: 16 (+3) [14, +2 race]
Int: 12 (+1) [12]
Wis: 10 (+0) [10]
Cha: 15 (+2) [15]

Racial Abilities: +2 Con, -2 Str, Small size, Base speed 30 feet, Low-light vision, Gnome hooked hammers weapon familiarity, +2 Racial bonus on saving throws against illusions, Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes, +1 Racial bonus on attack rolls against gnomes, +4 Dodge bonus to AC against monsters of the giant type, +2 Racial bonus on Listen checks.

Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute), dancing lights, ghost sound, prestidigitation, Caster level 1st, save DC 12
Favored Class: Warrior

Class Abilities: Familiar (Lizard, +3 Climb, Alertness)

Hit Dice: 1d8
HP: 11
AC: 14 (+1 Size, +1 Dex, +2 Armor)
Armor Check Penalty: +0
Arcane Failure: 10%
Init: +1
Speed: 30ft

Saves
Fortitude: +5 [+2 base, +3 Con]
Reflex: +1 [+0 base, +1 Dex]
Will: +2 [+2 base, +0 Wis]

BAB: +1
MAB: +3 (1d6/19-20/S, Small Light Crossbow)

Spells
Save: 12+level
Spells/Day: 5/4
Spells:
0: Dancing Lights, Ghost Sound, Prestidigitation, Detect Magic
1: Lesser Acid Orb, Burning Hands

Skills
Bluff: +5 [3 ranks, +2 Cha]
Climb: +2 [1 rank, -2 Str, +3 Familiar]
Concentration: +5 [2 ranks, +3 Con]
Hide: +5 [0 ranks, +1 Dex, +4 Race]
Intimidate: +5 [3 ranks, +2 Cha]
Listen: +4 [0 ranks, +0 Wis, +2 Alertness, +2 Race]
Move Silently: +2 [1 rank, +1 Dex]
Spellcraft: +2 [1 rank, +1 Int]
Spot: +2 [0 ranks, +0 Cha, +2 Alertness]
Know (Arcana): +2 [1 rank, +1 Int]

Feat:
Draconic Heritage (Green) [Move Silently is class skill, +1 saves vs. sleep, paralysis, acid spells]

Languages: Common, Gnome, Draconic

Equipment:
Small Traveler’s Outfit (1.25#)
Small Leather Armor (7.5#)
Small Light Crossbow (2#)
10 bolts (0.25#)
Spell Component Pouch (0.1#)
------------------------------
Total (11.1#)


Appearance: Malexander Titwillow is a thin, slightly scrawny gnome with a commanding air of respect and authority. He has a charismatic gaze that attracts the attention of others, and he likes to use it to manipulate them to get what he wants. He has striking green eyes, and wears his long brown hair in a spiky mowhawk reminiscent of a green dragon's crest. There is a distinct odor of cholrine about him.

Personality: Gregarious, pushy, dominating, subtle, intimidating, and manipulative. Malexander considers himself to be a chosen scion of Kranimatraxius, and uses his charisma to intimidate or manipulate his lesser-willed companions. The death of his patron has unnerved him, however, and he desperately seeks a new dragon master so that he can pledge his service.

Background: Malexander has never fought for the dragon, and the other gnomes probably think less of him because of this. He always convinced someone else to fight in his stead, or claimed special privilege from the dragon. He defers to Tim as his elder master of dragon magic, but secretly despises him, considering him to be a "mad old fool". When Tim is "awake", Malex follows his lead, but when Smeagle is active, Malex considers himself to be leader of the tribe.

Note: The spell pouch is depleted and only contains material components for two spells: lesser acid orb and ghost sound. A fully-stocked spell pouch costs 5gp, and this one is only worth 2gp or less.

Also Note: The character as I wrote him seems a little "dark", but I don't intend to play him as an evil untrustworthy type. I tend to play for the party when the chips are down, but like to generate in-character friction to keep things interesting in the meantime.

Ozmar the Draconic Gnome...
 
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Tonguez said:
I'll go for an old Druid if you like but I'm not familiar with Gestalt (working on it now)...

In this case, the way to make a Gestalt character for this game is:

1. Choose your other class. We'll call this the base class for this example.
2. If your base class hit die is less than d8, make it d8.
3. If your base class BAB is +0, make it +1.
4. If any of the follwing skills are not on your base class skill list, add them: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str)
5. If your base class Fortitude save is +0, make it +2.
6. If your base class Weapon & Armor Proficiencies are less then these, change the appropriate ones to these: proficient in the use of all simple and martial weapons and all armor and shields.
7. All other items of your base class remain the same.
8. Congratulations! Your character is now a <base class>/Warrior Gestalt character.
 

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