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Gruchet: Male Orc Paladin 2: CR2; Medium Sized Humanoid (Orc); HD 2d10 + 6; HP 22; Ini +0 (+0 Dex); Spd 30ft (20ft); AC 15 (+0 Dex, +5 Armor, Touch 10, Flat-Footed 15); Atk +9 (+2 Base, +6 Str, +1 MW Halbard), AL: LG; SV: Fort +8 (+3 Base, +3 Con, +2 Divine Grace), Ref +2 (+0 Base, +0 Dex, +2 Divine Grace), Wil +3 (+0 Base, +1 Wis, +2 Divine Grace); Str 22, Dex 11, Con 16, Int 12, Wis 12, Cha 15.
Languages: Common, Orc, Dwarven
Skills; Feat; Special Abilities: +4 (+2 ranks, +2 Cha) Diplomacy, +6 (+4 ranks, +2 Cha) Handle Animal, + 5 (+4 ranks, +1 Int) Knowledge Religion, +3 (+0 ranks, +1 Wis, +2 Alertness) Listen, +5 (+5 Ranks, +0 Dex) Ride, +3 (+0 Rnaks, +1 Wis, +2 Alertness) Spot; Alertness Feat; Detect Evil at Will, Lay of Hands 4 HP, Smite Evil 1/day +2 attack, +2 Damage, Immune to Fear, Allies withing 10ft gain +4 save verse fear effects.
Possessions: MW Halbard (Dar), Shortsword, Brest Plate, Backpack, 50ft rope, 325gp
 
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Grog Blackanvil

Dwarf Fighter, lvl 2, CN

Str: 17+3
Dex:16:+3
Con:14+2
Int:16+3
Wis:13+1
Cha:11+0

HP:19 (took half max for lvl 2)
AC:15 (+3dex, +2 studded leather.)

Fort:+5
Refl:+3
Will:+1

Init: +9 (improved init+4, Thug+2, and dex.+3)

Melee Att:+5 Ranged Att: +5

Racial abilities:Stonecunnig, +2 on saves vs poison, +2 on saves vs spelss and spell like abilities, +1 to attack orcs and gobliniods, +4 AC vs. Gaints, +2 on appraise and craft checks dealing with metal and stone.

Feats: Improved init, Weapon Fonus(spiked gauntlet),Thug

Skills: Balance +5(2 ranks), Climb +5(2 ranks), Hide +5(2 ranks), Intimidate +4(2 ranks, Thug),Move Silently +5(2 ranks), Swim +8(5 ranks)

Equiptment:
Masterwork spiked Gauntlet
Master work Shortsword
Light crossbow
10 bolts
Backpack
Bedroll
Flint & Steel
Waterskin
Wetstone
Crowbar
Explorer's outfit
2 Alchemist's fire
Potion cure light wounds
Potion Spiderclimb
58 gp 9 sp

Background/description:

Once a crew member on a successful Pirate ship Grog has given up that dangerous life style for a time and come to the city Oashi. Although it wasn't exactly a volentary retirement. After an incident on an small uncharted island grog took issue with the mutenier that landed the pirates there. On board the ship that rescued them things came to a head and grog finally crushed the fellow and threw him into the ocean, with a small board to keep him afloat. Branded the avatar of chaos by the ships captain he was asked to leave the ship at the first port. Sometime after that he ended up in Oashi living in a small room over a bar. Prone to drunkeness and violance, Grog is far from an ideal tenant, but his gold is good so the landlord tollerates it.

Grog currently makes a living doing various seedy odd jobs, such as debt collecting, rolling drunks and even hireing on with the occasional adventureing party.

Grog is avage in both hieght and wieght for a Dwarf, his hair and beard are jet black and tend to be somewhat unkept. He is never with out his weapons and armor, and smells of stale beer.
 
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Jepraith Marzail, NG Male Human Sorcerer 2

Speed 30 ft.
HD: 2d4+2
HP: 8/8

Str 10, Dex 11, Con 13, Int 16, Wis 10, Cha 17

AC 10 (no armor)
Fort +1
Ref +0
Will +3

Masterwork sling +2, 1d4/*2, Range Increment 50 ft.
Dagger +1, 1d4 19-20/*2, Range Increment 10 ft.

Skills:
Appraise +4 (+1.5 ranks, +3 Int)
Bluff +4 (+1.5 ranks, +3 Cha)
Concentration +4 (+3 ranks, +1 Con)
Diplomacy +5 (+2.5 ranks, +3 Cha)
Knowledge (Arcana) +8 (+5 ranks, +3 Int)
Knowledge (Local) +5 (+2.5 ranks, +3 Int)
Profession (Merchant) +2 (+2 ranks)
Spellcraft (+5 ranks, +3 Int)

Feats:
Silent Spell, Spell Focus (Enchantment)

Nightfeather, Raven Familiar: Speaks Common

Equipment: Traveler's Outfit, Masterwork Sling, 10 Sling Bullets, Dagger, Backpack, Bedroll, Waterskin, Merchant's Scale, 5 sheets of paper, Spell Component Pouch, 1 oz. of Ink, Inkpen, 2 Pt. of oil, hooded lantern, a trail ration, 5 spider climb scrolls, 2 identify scrolls.
A small silver ring formed to look like a dragon (20 gp)
75 gp in coins.

Spells per day: 6/5
Spells known: 0 - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Read Magic; 1st - Charm Person, Sleep. Spell save DCs are 13 plus spell level or 15 plus spell level for Enchantment spells.

Languages known: Common, Draconic, Dwarven, Elven.

The son of a minor merchant family, Jepraith is expected to take over the family bussiness one day, a responsibility that the young man does not want to take. While he has taken up some skills typical for a merchant, he is especially determined not do take up his parent's bussines after his 15th birthday, when he started having strange dreams, in which he seemed to have magical talents. Soon, he found that he could duplicate the magical effects he used in his dreams and secretly, he began to experiment with his new-found powers, seeking out any information he could find. Thanks to his surprisingly strong personality, he could convince people to grant him access to magical texts without drawing too much attention. During his studies, he learned that people like himself are often refered to as sorcerers, thought to be the result of a mingling between humans and dragons. The thought that his family may have dragon blood in it's veins intrigued the young Jepraith, and he is determined to find out the truth in this manner. But he knows that he is still far from this dream, and thus continues to test out the limits of his power. He has been doing some "work" for the weak and helpless people of his home town, always trying to hide his magical talent expect from his most trusted friends.
As a young man of 18 years, Jepraith has long, somewhat curly blond hair, a thin mustache and stands 5'7'' high, with a weight of 166 pounds. Raith, as he is often called, is rather intelligent, has a certain presence and is often considered attractive, though he tends to be a bit oblivious to such claims. At times, he is prone to act without thinking. Jepraith is usually ready to believe claims of goodness from a person until proven otherwise. During his readings on magical powers, he read about undead creatures, which he feels are an unnatural abomination. He hopes to never meet one.
Jepraith has befriended an unusually intelligent raven he called Nightfeather, and even taught it some words in the Common tongue - or at least that is how it appears to outsiders who do not know of his sorcerous powers. In truth, of course, Nightfeather is Raith's familiar, granting him special abilities.

Family Tree - Jephraith's parents and grand-parents

Code:
[color=white]
                                   Dverrith Marzail
                                 / 
                  Gursek Marzail - Assigia Zergill
Jepraith Marzail <
                  Pairalinn Dargull - Segreyn Dargull
                                    \ 
                                      Velinai Bikaklesh
[/color]


Nightfeather
Tiny Magical Beast
Hit Dice:
2 (4 hp) (base 1/4d8)
Init: +2 (Dex)
Speed: 10 ft., fly 40 ft. (average)
Armor Class: 15 (+2 Dex, +2 Size, +1 natural)
Attacks: Claws +5 melee (BaB +1)
Damage: Claws 1d2-5
Face/Reach: 2.5 ft. by 2.5 ft/0 ft.
Special Qualities: Grant Alertness, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4, Will+5
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +6, Spot +6; Appraise -1, Bluff -1, Concentration +3, Diplomacy +0, Knowledge (Arcana) +3, Knowledge (Local) +0, Profession (Merchant) +4, Spellcraft +3, Speak Common
Feats: Weapon Finesse (Claws)
Abilities written in red are due to Nightfeather's familiar status.
Grant Alertness: Jepraith gains Alertness while Nightfeather is within 5 ft. and an unbroken line of effect exists between them.
Improved Evasion (Ex): If Nightfeather is subjected to an attack that normally allows a Reflex save for half damage, Nightfeather takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Jepraith may have any spell he casts on himself also affect Nightfeather. Nightfeather must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting Nightfeather if it moves farther than 5 feet away. The Spell's effects will not be restored even if Nightfeather returns to Jepraith before the duration would otherwise have ended. Additionally, Jepraith may cast a spell with a duration of "You" on Nightfeather (as a Touch range spell) instead of on himself. Jepraith and Nightfeather can share spells even if the spells normally do not affect magical beasts.
Empathic Link (Su): Jepraith has an empathic link to Nightfeather out to a distance of up to one mile. Jepraith cannot see through Nightfeather's eyes, but the two of them can communicate telepathically. The low intelligence of Nightfeather limits what it is able to communicate and understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between Nightfeather and Jepraith, Jepraith has the same connection to an item and place that Nightfeather has.
 
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Tallarn said:
[apologies in advance]

What the heck is going on? And how can I get in on it?

In the GF Randomling started a thread that she was having problems DMing her group. So, I gathered the forces of the Hivemind and we asked her to DM an on line game for us in hopes to have some fun and allow her to have a good DMing experience. Look in the IC forum for specific game details, this is just for the characters.

That's what's going on. :D
 

Marak De Vries, N Male Human Rogue 2

Speed 30 ft.
HD: 2d6+4
HP: 13/13

Str 12, Dex 17, Con 14, Int 16, Wis 10, Cha 14

AC 15 (+2 leather +3 dex)
Fort +2
Ref +6
Will +0

Weapons:
MW Shortsword (named "Pinprick") +3melee, 1d6+1damage, crit19-20/x2
Dagger +2melee/+4thrown, 1d4+1damage, crit19-20/x2, 10ft
Light crossbow +4ranged, 1d8damage, crit19-20/x2, 80ft

Skills:
Move Silently (5ranks+3ability+2feat) = +10
Hide (5ranks+3ability+2feat) = +10
Gather Information (5ranks+2ability+2feat) = +9
Open Lock (5ranks+3ability+2tools) = +10
Disable Device (5ranks+3ability+2tools) = +10
Find Trap (5ranks+3ability) =+8
Bluff (5ranks+2ability+2feat) = +9
Sense Motive (5ranks+0ability) = +5
Escape Artist (2ranks+3ability) = +5
Listen (5ranks+0ability) = +5
Spot (5ranks+0ability) = +5
Search (5ranks+2ability) = +7
Profession (bookeeper) (1rank+2ability) = +3
Pick Pocket (2ranks+3ability) = +5

Special: Sneak attack+1d6, Evasion

Feats:
Stealthy (+2 to Hide and Move Silently), Streetsmart (+2 to Bluff and Gather Information)

Equipment: Leather armour, masterwork shortsword, 5 daggers, light crossbow, 20 bolts, masterwork thieves tools, potion of jump, black face mask, working clothes, thieving clothes, basic equipment, about 300gp saved)

Equipment taken from hobgoblin: 104gp. A letter. Money-pouch containing 8 silver and 12 copper. A vial of blue-tinted liquid.


Languages: Common, orc, dwarven, kobold

Background:
Marak De Vries is an orphan of the streets. As is typical in large cities, found orphans are sometimes 'donated' to the Guilds, to be raised as they see fit. Marak happened to be given to the Thieves Guild. You could say his luck was both good and bad that day.

He grew up in harsh conditions, learning the tricks and cheats of the Guild, and never really thinking too hard about where he came from. Many of his friends were from a similar situation, and he quickly found that with a bit of practice, he could pick up most of the skills that his teachers wanted to teach. He also learned to scrap, picking up valuable lessons in staying alive. His thoughts? Chivalry and fighting fair is for idiots that have never had a half-orc with a bottle trying to kill them.

He acquired his nickname from his first major job. At the age of 16, he sucessfully passed the Guild test and robbed the De Vries warehouse of an item that another Thief had placed there as his test. Thus Marak De Vries passed into general service.

Nowadays he maintains his cover at the Lonely Elf Bookshop (specialising in rare texts of the non-human races) and at night, dons his dark mask and undertakes the jobs the Guild puts out for him. Soon, he hopes, he'll be able to make it big.

[note] does anyone want to volunteer to be a victim of Marak? That way you get to catch him and make friends, thus leading him into the group? [/note]

[edit] added rogue abilities, changed skills, wrote background, changed sword to masterwork, changed skill modifiers due to masterwork thieves tools, added up money left (he's a wealthy young man really!)
 
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Serei, Female Human Ranger 1/Monk 1

St 14
Dx 18
Cn 10
Iq 12
Ws 16
Ca 11

HP: 14

Speed: 30'

AC 17
Flat Footed AC 13
Touch AC 17

Attack, Melee: Butterfly Swords: +7 or +5/+5 or +3/+3/+3, 1d6+2 (Primary hand) or 1d6+1 (off-hand), 19-20
Attack, Ranged: Shortbow: +5 ranged, 1d6, x3

Fort +4
Ref +6
Will +5

Special Abilities:
Favored Enemy (Beasts) +1
Flurry of Blows
Unarmed Strike
Evasion

Feats:
[Human] Weapon Focus (Butterfly Sword)
[1st level] Weapon Finesse (Butterfly Sword)
[Monk] Combat Reflexes
[Ranger] Track
[Ranger, Virtual] Ambidexterity
[Ranger, Virtual] Two-Weapon Fighting

Skills [Total (ranks)]:
Wilderness Lore +6 (3)
Jump +7 (5)
Tumble +10 (4.5)
Climb +7 (5)
Listen +8 (5)
Move Silently +9 (5)
Hide +6 (0)

Languages:
Common
Sylvan

Equipment:
2 masterwork butterfly swords
shortbow
quiver
--30 arrows
camoflauged cloak (+2 hide)
traveling garb
beltpouch
--100 gp ruby
--10 platinum pieces
--9 gold
--9 silver
--9 copper

Background:

Serei never knew her mother.

All she knows is that she was born to a Nerezi woman by the name of Lianna,
who was captured and raped by the soldiers from Cellsor. Lianna had been
given two choices after her capture: be released into the wild, with no
supplies or protection; or work as a menial servant for the Cellsori
soldiers. Lianna, clenching her pride, chose the path of the servant,
knowing that she wouldn't last a day in the harsh mountain winter. She died
shortly after giving birth to Serei. Thankfully, the child did not have to
live out her life as a servant, due to her rescue by a party of Nerezi
freedom fighters.

She was raised by her saviors, and from a very early age, tought that the
path to total freedom is by casting off the bonds that one's mind has put on
one's self. The band of freedom fighters would live off the land, routinely
sending out parties to hunt and gather in the mornings, while the rest of
the camp whent through dawn meditations and exercises.

The closest thing that Serei ever had to a parrent was Harnel Forgemaster,
the blacksmith for the band. He was the one who grabbed the tiny child from
the soldier's tent, who hid her in his pack for almost a week, and who,
against the will of many of the fighters, raised her as part of the band.
The band looked on small children and aged men and women as a burden that
would slow them and cause them to be caught, and would normally deposit them
at the nearest village. But, out of the kindness of his heart, Harnel
persuaded them to let him keep Serei.

When she was only 4, Harnel caught on to the speed at which Serei learned
and mastered the morning meditations. Soon, he began teaching her the Way of
Steel, a fighting style and a method of focussing one's Chi through the slow
swing of a bladee, similar to today's Tai-Chi. By 8 she had mastered the
art, and by 10 she had begun to experiment with other fighting styles,
practicing for hours with her 'father'.

Serei, being young, would not participate in battles. When the band would
performa raid, she would be left behind at the camp, along with a few
others, to mind the animals and do chores. Still, she was dazzled by the
tales of glory and battle that the warriors brought back, and thirsted for
honor and proof by victory.

One day, she snuck away from the camp, while the fighters were intercepting
a column of Cellsori armsmen. This would be the day that she joined the
ranks of the warriors.

Or it would have been, had she not tripped and sprained her ankle. Her
camoflauged cloak made her almost invisable, so the Cellsori charioteer
didn't even notice when he ran her over. She lost conciousness, from the
pain and blood loss of a half dozen fractured ribs. Still, she was lucky to
live at all.

Fortunately, her absence was noticed quickly, and a search party was sent
out to look for her. They found her broken and bleeding body, and carried
her back to the camp, where they slowly nursed her back to health. It was
weeks before she could sit up again. And three full years untile she would
once again taste the sorrows and glories of battle.

"Father?"

"Yes, Serei?"

"I am ready."

Harnel turned, and at the sight of his adopted daughter, tears filled his
eyes. Was it from fear, or pride, or both, he did not know. But fear and
pride overwhelmed him, at seeing the young girl standing there in a
forrest-grren cloak, bow strapped to her back, short sword at her hip. Her
jaw was set, and her eyes stared defiantly. He knew that he must let her
come.

"Serei, I have something for you. Give me your sword."

Obediantly, she drew the small blade, and helf it out, pomel first. Harnel
took it, tossed it aside to clatter on the floor. "This," he said, going
over to a light chest in the back of the tent, "is what you shall be armed
with." From the chest he withdrew a short, wide bundle of cloth. Unwrapping
it, he revealed a pair of thin, flat swords. "Upon becoming a mastersmith,
when I still plyed my trade in the city, I made an artifact that used every
ounce of my skill, into which I poured my sould and my heart, as part of the
tradition of ascendance to the status of mastercraftsman. This pair of
blades, here: these are what I made. Take them."

"Father I . . . They're too good for . . . I--thank you." She ran up and
embraced her adopted father, an embrace that seemed to last for hours, that
they wished could last a lifetime.

"Serei, I may not see you again."

"Father, don't worry. I'll come back for you."

Blood was shed that day, enough blood for a thousand years.

The battle had been hot and strenuous, and Serei had taken her share of
hits, but none so deadly as to maim her. She trudged back to camp, not
seeing any of the other members of the band, but knowing they must be close
by.

When she arrived, no one was out. She walked slowly towards her tent, a fear
beginning to gnaw at her stomach. Her eyes were fixed on the dirty canvas,
hoping against hope, clinging to the childing belief that if she tried hard
enough, her mind could make it true. She stumbled, and her eyes werre jerked
away from the dwelling.

Below her, at here feet, was Harnel Forgemaster, lying face down in crimson
stained mud. Serei died inside that day, and anguish and remorse made her
oblivious as soldier after solder flooded into the camp, surround her,
boundd her hands and feet.

She was dragged before the commander. He sat, the pompous fool, in a heavy
oaken chair. Her two swords rested in his lap. "What is your name?"

Silence.

"Come, little girl, you have to speak some time." He leaned forward, gazing
at her intently. She leaped into the air, did a spinning kick that landed
firmly on his jaw, grabbed a sword and pressed it against his neck.

"Release me."

The man stared around, eyes darting wildly, looking for some means of
escape. He saw none. He would have to let the girl go, or his throat would
be slit. His faced twisted into an ugly snarl. "Fine then! Fly as fast as
you can, you'll never make it!"

Serei spun away, grabbing her other sword. Crossbows twanged, swords
whispered as they slid out of sheathes, but serei was too fast, and she ran
like the wind. She looked back only once, but when she did, she saw the
woodland symbol for death had been scrawled into the general's neck by her cold steel. 'That
is my mark,' she thought to herself. 'Some day, I will kill that man.'

So, there you go! Honor, revenge, glory, and battle!



EDIT: Switched Stunning Fist special ability for Combat Reflexes feat, turned a diamond into a ruby, made the swords masterwork.
 
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Takhop Hep, Male Kobolds Cleric of Xaine 2
Chaotic Good

Speed 30 ft.
HD: 2d8+6
HP: 20/20

Str 8, Dex 17, Con 16, Int 10, Wis 17, Cha 13

Special: Turn Undead 4/day
Spell Substitution - may swap out any memorised spell for one that has cure in the title
Darkvision 60 ft
Light Sensitivity: -1 to attack roles in sunlight or bright light such as a Daylight spell
Reptilian blood.

AC 19 (+4 chain shirt, +1 size, +3 dex, +1 natural armor), 20 with Buckler.

Saves
Fort +6
Ref +3
Will +6

Weapons
+1 melee (+1 Base Attack, -1 Str, +1 size)
+5 ranged (+1 Base Attack, +3 Dex, +1 Size)

+1 Club (1d6-1) I'm using a club wielded two-handed in place of a staff. I'm thinking of it more as a walking stick than a cudgel. I'll get a scaled down quarterstaff specially made later.
+2 melee Masterwork Dagger (1d4-1, 19-20/x2)
+6 ranged Masterwork Dagger (1d4-1, 19-20/x2)
+5 ranged Light Crossbow (1d8, 19-20/x2)

Skills:
Concentration (5 ranks +3 Ability) +8
Craft (Trapsmith) (5 ranks + 2 racial) +7
Wilderness Lore* (5 Ranks + 3 ability) +8
Knowledge (religion) (5 ranks) +5
Spellcraft (5 ranks) +5
Hide (+4 size, +3 ability) +8
Search (+2 Racial) +2
Profession (Miner) (+2 racial) +2


*Travel Domain makes Wilderness Lore a class skill)

Feats:
Dodge - +1 dodge bonus to AC against specified opponent.

Equipment: Masterwork dagger, club, light crossbow, 20 bolts, chain shirt, buckler, Silver holy symbol of Xaine, travellers outfit, backpack, winter blanket, 10 days trail rations, component pouch, 4 gold coins, vial of holy water, Wand of Detect Magic

Spells - 4 Orisons, 3+1 1st level. Domains: Travel, Luck
DC = 13 + spell level
0 - Create Water, Detect Poison, Guidance, Purify Food and Drink
1 - Entropic Shield, Shield of Faith, Random Action, Expeditious Retreat


Languages: Common, kobold

Backgrounds coming. I'm not sure if this is too unserious for what we're looking for, but I was thinking of having him sign on with an adventuring party as a torch bearer when he was young and they were passing through his caves. Since then, he stuck around and grew to like the lifestyle - after all, there's only so much drinking and celebrating one can do with other kobolds before security gets lax and an adventuring band bursts through the door...
 
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Everyone's characters look good! Except I need to know what a butterfly sword is, Jeph! (See the IC forum.)

Arwink, I like the idea of your background. :D

Oh and Horacio and garyh, let's see some characters? (Dragongirl gets some leeway, I only just posted the message saying she could join.)
 

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