[RG] Answering the Call


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Human Cleric, Branden of Alt Wald (old forest)


Personal Information
Code:
Str   13  +1    Cleric 1  EL: 1 Ht:   6' 1"
Dex   8   -1    Exp: 750        Wt:   180 lbs
Con   10  +0    BAB:+0          Eyes: Green
Int   12  +1    Grapple:+2      Hair: Light Red
Wis   15  +2    Inititive: -1   Skin: Light / Freckled
Chr   14  +2    Move 30 feet    Age:  26 Years Old

Hit Points: 
Hit die [u]d8[/u] Hit points [u]8[/u] non lethel damage [u]0[/u]
[b][u]Damage Conversion[/u][/b] 4 points (from armor)

Diety: Pelor

[b][u]Encumbrance:[/b][/u]

Carrieing:      [u] 66.0 LB [color=yellow] medium encumberence[/u][/color]

Lite:         [u] to  50 LB [/u]
Med:       [u] 51 to 100 LB[/u] 
Hvy:      [u] 101 to 150 LB[/u]
Lift off ground: [u] 150 LB[/u]
Lift over head:  [u] 450 LB[/u]
Push/Shove:      [u] 750 LB[/u]
Combat
Code:
[b]SAVES: [u]base  abil  misc  total[/u][/b]
[u]Fort[/u]      2    +0     --     +2
[u]Reflex[/u]    0    -1     --     -1
[u]will[/u]      2    +2     --     +4

[b]ARMOR:[/b][u]Chain Shirt[/u]

[B][U]ARMOR CLASS;[/u][/b] 9 
[B][U]TOUCH[/B][/U] 9
[b][U]FLATFOOTED:[/B][/U]  10

BAB-Dodge; +/- 0; Dex -1

[b][u]Armor stats[/b][/u]
[b]type:[/b] light [b]bonus:[/b] +4 [b]max dex:[/b]+4 
[b]spell fail:[/b]20% [b]ACP: [/b]-2
[b]Mv:[/b] 30   [b]wt:[/b] 25 lb

[b]WEAPONS:[/b]
[u][b]             att    dam    crit    rng  type[/u][/b]
Mace, light   +1     d6+1     X2       --   B
Dagger        +1     d4+1   19-20/X2   10   P/S
Sling         -1     d4+1     X2       50   B

Turning Undead:

A burst of positive energy does 1d6/cleric level 
 + 50% damage for sun domain
30 ' radius,  standard action
will save  15 (10 + cleric level + cha mod + 
2 for sun domain)  for 1/2 damage
Skills and Feats
Code:
[b][u]Feats[/b][/u]
[u]*str domain:[/u] (class)  feat of str (Su)bonus to str score
 equal to cleric level. activate as a free action 
 duration: 1 round use once per day
[u]*Sun Domain:[/u] (class) Turning more effective 

Human: Brew Potion
Char level 1:extra turning

[u][b]Skills[/u][/b]
              Relavant        Abil
[u]name          Ability  ranks  mod   misc  total[/u]
Concentration   (con)  +2     --     --    +2
Craft: Carving  (int)  +2     +1     --    +3
Heal            (wis)  +2     +2     --    +4
Know: Arcana    (int)  +2     +1     --    +3
Know: History   (int)  +2     +1     --    +3
Know: Religeon  (int)  +2     +1     --    +3
Know: Planes    (int)  +2     +1     --    +3
Spell Craft     (int)  +2     +1     --    +3

Appraise        (int)   *     +1     --    +1
Balence         (dex)   *     -1     --    -1
Bluff           (cha)   *     +2     --    +2
Climb           (str)   *     +1     --    +1
Decipher Script (int)   *     +1     --    +1
Disguise        (cha)   *     +2     --    +2
Escape Artist   (dex)   *     -1     --    -1
Forgery         (int)   *     +1     --    +1
Gather info     (cha)   *     +2     --    +2
Hide            (dex)   *     -1     --    -1
Intimidate      (cha)   *     +2     --    +2
Jump            (str)   *     +1     --    +1
Listen          (Wis)   *     +2     --    +2
Move Silent     (dex)   *     -1     --    -1
Ride            (dex)   *     -1     --    -1
Search          (int)   *     +1     --    +1
Sense Motive    (Wis)   *     +2     --    +2
Spot            (Wis)   *     +2     --    +2
Survival        (Wis)   *     +2     --    +2
Swim            (str)   *     +1     --    +1
Use Rope        (dex)   *     -1     --    -1
Equipment
Code:
450 GP to spend

[u]                           [b]cost      weight (lb)[/b][/u]
Mace, Light                    5.00    4.0 lb
Dagger                         2.00    1.0 lb
Sling                          ---     ---
Bullets: 00000 00000           0.10    5.0 lb
Backpack                       2.00    2.0 lb
Bedroll                        0.10    5.0 lb 
Flint/steel                    1.00    ----    
Rope, silk (100')             20.00   10.0 lb 
rataions x 7                   3.50    7.0 lb 
sunrods x 6                   12.00    6.0 lb  
Healer's Kit                  50.00    1.0 lb
Chain Shirt                  100.00   25.0 lb
Explorer's oputfit  [u]           ---      ---lb  [/u] 

sub total:                   195.7 gp   66 lb
potions:                     250.0 gp
total:                       445.7 gp
change:      4 gp 3 sp
cash spent: 1 gp

Scrolls and Potions

Code:
potion of cure light wounds (d8+1 healing)
 50 gp each 0 0 0 0 0                    250 gp

Spell Casting

no conjuration (healing) spells except for potion making
d = domains (Good, Healing, Strength*, Sun*)
Code:
[u][b]Level   0    1   2   3   4   5[/u][/b]
base     3   1+1
bonus[u]    --   1   1  [/u]
total    3   2+1

[u][i][b]Spells memorized:[/b][/u][/i]

0 level: Create Water, Det. Magic, Virtue
1st level: Summon Monster I,Endure Elements

[b][u][i]orisons[/b][/u][/i]
Create Water
Cure Minor Wounds**
Det. Magic
Guidence
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

[b][u][i]level one[/b][/u][/i]
d: Endure Elements
d: Enlarge Person
Bless
Bless Water
Cause Fear
Command
Comp Lnag
Cure Light wounds**
Death Watch
Detect Evil
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Hide fm Undead
Magic Stone
Obscuring Mist
protect Fm Evil
Remove fear
Sanctuary
Shield of Faith
Summon Monster I

[sblock=history/background]
Brandon is the son of a paladin father and cleric mother. the father ______ was a family man, but the lord's defender of Pelor as well. ____was called to duty when there was a challenge issued to the Lord. ____answered the call as his champion, only to find treachery afoot. too late was he to pull away from the battle, but not too late give a cry of warning. The paladin was defeated and dragged to places unknowen.

His mother Tharees of Alt Wald was a priestess of pelor, dedicated more to family then to the temple. She heard what happened. Rather then seeking vengence, she knew that an orphan son would not be able to do well, so he was raised a widow son, in the temple.

Brandon would travel with her to the variooous temples and shrines hoping to find out word on his father's fate. He never did, but he also never quit believing in Pelor. he followed pelors calling in his mother's footsteps undtil he heaard the callinling. She heard hi called too, and now it was his turn to answer the call...

so now the forK in the road is ahead that leads to the Keep on the borderlands....
[/sblock]
 
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Orinar Giantsblood

Description
Standing head and shoulders above even the tallest human men, with a broad shouldered build packed with corded, iron-hard muscle, Orinar is an imposing sight. His dress consists of boiled leather and metal armor; he looks nothing but the part of a skilled warrior. He keeps the sides of his head shaven; only along the crown of his skull does Orinar's raven black hair grow long, which he then braids and wears flowing down the center of his back. He is not ugly, but the scowl that he often wears on his face, and his cold, cobalt blue eyes make him look all the more fierce. Still, he smiles as often as not, at least among friends, and this softens his hard features considerably.



Neutral Good Half-Giant Male Psychic Warrior 2
XPs: 2289
[sblock=Experience Point History]
750 Starting XP
+75 Spiders
+38 Hobgoblin
+188 Hobgoblins in common room
+188 Hobgoblins in hall ambush
+450 Hobgoblins, apes & cleric
+600 Korax & crew[/sblock]

STR 17 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 08 (-1)
(Built with Elite Array)

Initiative +0
HP 19 (8+7+4 Con)

BAB +1
-Melee +4
--Large Greatsword +5 (3d6+4/19-20)
--Spiked Gauntlet +4 (1d6+3/20)
--Large Morningstar +4 (2d6+4/20)

-Ranged +1
--Large Javelin +1 (1d8+3/20)

AC 11 (10 base, +1 BAB)
-Flat-footed 10
-Touch 11

Saves
Fort +5 (+3 base + 2 Con)
Reflex +0 (+0 base + 0 dex)
Will +2 (+0 base + 2 wis)

Skills
Concentration +6 (4 ranks + 2 Con)
Autohypnosis +5 (3 ranks + 2 wis)
Intimidate +2 (3 ranks - 1 cha)

Feats
Up the Walls
Weapon Focus (Greatsword)
Psionic Weapon

Racial Features
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
- Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level Adjustment: +1 (ignored)

Languages
Common

Psionics
--Power Points 5 (1 base + 2 racial + 2 wis)
1st level powers: Force Screen, Vigor

Armor
Banded Mail (6 points lethal to non-lethal) [250gp, 35lb]

Weapons
Greatsword, large [100gp, 16lb]
Morningstar, large [16gp, 12lb]
Spiked Gauntlet, large [10gp, 2lb]
2 Javelins, large [4gp, 8lb]

Equipment
Backpack
--Trail rations, 4 days [25sp, 4lb] (1 used)
--50’ rope (hempen) [1gp, 10lb]
--Bedroll [2gp, 2lb]
--Crowbar [2gp, 5lb]
--2 Sacks [2sp, 1lb]
--Hooded Lantern [7gp, 2lb]
--4 pints oil [4sp, 4lb]
Waterskin [1gp, 4lb]
Beltpouch [1gp, 0.5lb]
--Flint & Steel [1gp. ---]
--280gp, 17sp, 20cp

Load: Medium [Approx. 105lb]
 
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Info:

Menno

Male Human Sorcerer 1
Chaotic Good
Strength 8 (-1)
Dexterity 14 (+2)
Constitution12 (+1)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)

Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Light
Eyes: Green
Hair: Dark Brown; Straight; Beardless

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.


Menno's Equipment:
10 lb
2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
-----------------------------------
Combat:

Total Hit Points: 5
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 2 [base] +0 [wisdom]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +0 = 0 [base]


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]

-----------------------------------
Skills/feats:

Languages: Common, Elven
Raven familiar
Feats:
Combat Casting
Eschew Materials

Appraise Int 4 = +1 +3 [raven]
Balance Dex* 2 = +2
Bluff Cha 6 = +2 +4
Climb Str* -1 = -1
Concentration Con 5 = +1 +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 2 = +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Knowledge (arcana) Int 5 = +1 +4
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spellcraft Int 5 = +1 +4
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** -1 = -1
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").

-----------------------------------
Spells:

Zero-level Sorcerer spells: 4 per day

First-level Sorcerer spells: 3 (2+1) per day

Known Spells:

Level 0 (cantrips): Resistance, Detect Magic, Read Magic, Acid Splash, Mage Hand.

Level 1: Magic Missile, Shield.

----------------------------------

Raven familiar: Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 2; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks one character language (Elven) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;

----------------------------------

History/Background info:

Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in the small fief. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.

During his pubic years he developed a very negative view of authority in general and would often find himself in trouble in one way or another. It was also at this time that he discovered his inborn power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. If it wasn't his chaotic nature getting him in trouble it was his newly discovered and developing power that did. After one too many incidents in his hometown Menno decided to leave, hoping to live his life freely as an adventurer.

His wide-eyed optimism was challenged at every turn, however. He wasn't very strong and his power was still too undeveloped to offer him defense when he first set out, and he still found himself in trouble just about everywhere he went. This sealed his disdain for authority, his chaotic and often anarchic nature, and made him a little untrusting with most people.

...Still need to hammer out some of the dents in this.
 
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Lars crichton, paladin of heironeous

Lars Crichton
Aasimar, Male, Lawful Good
Silver eyes, short platinum-blonde hair, small chin-beard and mustache, tan skin
Age 23, 6'-2", 201 lbs.
Languages: Celestial, Common

Level 2 Paladin of Heironeous
Total Character Level: 1
Experience Points (XP): 1051

Strength 15 (+2), Dexterity 12 (+1), Constitution 13 (+1)
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 16 (+3)

Total HP: 22, Current HP: 20, Nonlethal Damage: 5, Nonlethal Conversion: 5 (armor)
AC: 15 (+1 Dex, +2 BAB, +2 Shield), Touch AC: 13, Flat-Footed AC: 12
Base Attack Bonus: +2, Melee Attack Bonus: +4 (+5 axe), Ranged Attack Bonus: +3
Initiative: +1 (+1 Dex), Speed: 20 Feet (armored)
Fortitude +7 (+3 Base, +1 Con, +3 Cha)
Reflex +4 (+0 Base, +1 Dex, +3 Cha)
Will +3 (+0 Base, +0 Wis, +3 Cha)

Feats: Weapon Focus (battleaxe) (General)

Skills: Diplomacy +5 (2 ranks, +3 Cha), Handle Animal +4 (1 rank, +3 Cha), Heal +1 (1 rank, +0 Wis), Knowledge (religion) +4 (4 ranks, +0 Int), Profession (cook) +1 (1 rank, +0 Wis), Ride (horses) +2 (1 rank, +1 Dex), Sense Motive +1 (1 rank, +0 Wis)

Aasimar Racial Traits: Medium Outsider (Native), +2 Wisdom, +2 Charisma, base speed 30 feet, Darkvision 60 feet, +2 Listen and Spot, Daylight (spell-like ability 1/day, 2nd-level caster), Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, favored class Paladin, Level Adjustment +1 (ignored for this campaign).

Class Features: Proficiencies (all simple and martial weapons, all armors, all shields except tower shields), Aura of Good (his aura of good alignment is equal to his paladin level, under Detect Good spells and effects), Detect Evil (spell-like ability at will, 2nd-level caster), Smite Evil (1/day, supernatural, adds Charisma bonus of +3 to attack roll and paladin level of 2 to damage with melee attack), Divine Grace (adds Charisma bonus to all saves), Lay on Hands (may heal paladin level times Charisma bonus in hit points each day by touch, currently 6 hp, divided among any number of uses, damages undead), Associates, Code of Conduct.

Cold Iron Battleaxe (One-Handed, 20 gp, 1d8+2 damage, 20 threat range, x3 critical multiplier, Slashing, 6 lbs.)
Silver Dagger (Light/Throwing, 22 gp, 1d4+1 damage, 19-20 threat range, x2 critical multiplier, Piercing or Slashing, range increment 10 feet, 1 lb.)
10 Javelins (Throwing, 10 gp, 1d6+2 damage, 20 threat range, x2 critical multiplier, Piercing, range increment 30 feet, 20 lbs.)

Heavy Wooden Shield (One-Handed, 7 gp, 1d4+1 damage off-hand, 20 threat range, x2 critical multiplier, Bludgeoning, AC +2, armor check -2, arcane spell failure 15%, 10 lbs.)
Breastplate Armor (Medium, 200 gp, nonlethal damage conversion 5, max Dex to AC +3, armor check -4, arcane spell failure 25%, speed 20 feet, 30 lbs.)

Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance)
Spare Traveler's Outfit (1 gp, 5 lbs.)
Backpack (2 gp, 2 lbs.)
2 Belt Pouches (2 gp, 1 lb.)
Bedroll (1 sp, 5 lbs.)
Rope (2 gp, 100 feet, 20 lbs.)
Grappling Hook (1 gp, 4 lbs.)
Whetstone (2 cp, 1 lb.)
Soap (5 sp, 1 lb.)
Flint & Steel (1 gp, 0 lbs.)
2 Torches (2 cp, 2 lbs.)
4 Trail Rations (2 gp, 4 lbs.)
4 Waterskins (4 gp, 16 lbs.)
Wooden Holy Symbol of Heironeous (1 gp)

3 Potions of Cure Light Wounds (150 gp, each heals 1d8+1 lethal and nonlethal damage)

24 Gold, 12 Silver, 16 Copper
Carrying 129 lbs.
Light load is 0-66 lbs.
Medium load is 67-133 lbs.
Heavy load is 134-200 lbs.
Can lift up to 200 lbs. over his head
Can lift up to 400 lbs. off the ground
Can push or pull up to 1,000 lbs.

Background:
Lars Crichton has served Heironeous since he was twelve years of age, shown at that time that his fate was to serve the Archpaladin in pushing back the tides of evil and protecting the meek. Lars grew up in a nameless thorp at the edge of the Borderlands, lost 11 years ago when the orcs started ranging further out from the mountains and pillaged the place for what food and silver they could scrounge up. Lars saw Heironeous that day, as a few villagers tried desperately to protect the women and children from rapacious orcs, and the Archpaladin told him how to make those men's deaths mean something. When Lars' mother, Diedre Crichton, carried him off to the city of Sheffield for protection, Lars knew that he must return someday to avenge his father and fellows.

In Sheffield, his mother had to leave Lars with the local priests at the temple of Heironeous, for lack of any money to take care of the boy, as she struggled to earn enough to feed herself. Lars knew that it was meant to be so, that he would be alright if he trusted in the Archpaladin. After many years of training and slowly learning that vengeance would not be just, Lars found his way as a chosen paladin of Heironeous. He would go back to the Borderlands and fight the orcs, the goblins, the giants and anything else wicked that threatened Haven's former lands. But not for vengeance. For justice.

Description:
Lars is fairly vivacious and high-spirited, but grim when it comes to matters of justice and duty. He knows that his fate is to punish evil and protect those like his late father and fellow villagers, and takes this duty very seriously. Fighting is grim and dirty, unpleasant business, but those of able body and spirit like himself cannot merely stand back when good people are suffering or in danger. So he learns to fight, and tries not to think of vengeance or rage when he must fight. He uses an axe because it is Heironeous' traditional weapon, and he thinks it gets the job done better than a sword, even if it is less 'noble'. He doesn't know why exactly he is different from normal folk, other than his apparent destiny as a paladin, and his mother doesn't seem to remember anything about their celestial forbearer.

As long as there is nothing that requires him to fulfill his duty as a tool of the Archpaladin, Lars enjoys eating, drinking, and making merry. Banter and witty insults are an amusing distraction from the grim reality of war, but not one he can be comfortable indulging in very often. He's a bit pudgy around the middle from enjoying so much food and drink, but tries to moderate his habits and avoid slipping away from the path fate has set him on.

Whenever he can, he returns to Sheffield and brings his mother what coin he can spare, but much of what he earns in the fight against evil has to go towards the armaments and supplies to continue that fight. When he's not in Sheffield, he likes the company of the ladies, but avoids anything that might shame the Archpaladin's name, since he's unmarried and carries the burden of being a chosen icon of Heironeous' will. Cooking holds his interest when he has nothing to fight, no one to save, and no one to woo. Good food begets a good mood, he always says.
 
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Menno
Code:
Male Human Sorcerer 1
Chaotic Good
Strength       8    (-1)
Dexterity     14    (+2)
Constitution  12    (+1)
Intelligence  13    (+1)
Wisdom        10    (+0)
Charisma      15    (+2)

XP: 750

Equipment/Appearance:
Size:      Medium
Height:     5' 10"
Weight:     170 lb
Skin:    Light
Eyes:    Green
Hair:    Dark Brown; Straight; Beardless

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag:    500 lb.

2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
-----------------------------------
Combat:

Hit Points: 5 / 5
Speed: 30 feet [20 under medium load]
Armor Class: 12 = 10 +2 [dexterity] 
Touch AC: 12
Flat-footed: 10
Initiative modifier:    +2    = +2 [dexterity] 
Fortitude save:    +1    = 0 [base] +1 [constitution] 
Reflex save:    +2    = 0 [base] +2 [dexterity] 
Will save:    +2    = 2 [base] +0 [wisdom]
+2 to saves vs. [i]sleep[/i] or [fire] effects
Attack (handheld):    -1    = 0 [base] -1 [strength]
Attack (unarmed):    -1    = 0 [base] -1 [strength] 
Attack (missile):    +2    = 0 [base] +2 [dexterity] 
Grapple check:    +0    = 0 [base] 


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts
-----------------------------------
Skills/feats:
Languages:    Common, Draconic
Raven familiar
Feats:[list]
[*]Draconic Heritage (brass)
[*]Draconic Breath    [/list]

Appraise    Int    4 =     +1        +3 [raven] 
Balance    Dex*    2 =     +2        
Bluff    Cha    6 =     +2    +4    
Climb    Str*    -1 =     -1        
Concentration    Con    5 =     +1    +4    
Craft      Int    1 =     +1        
Diplomacy    Cha    2 =     +2        
Disguise    Cha    2 =     +2        
Escape Artist    Dex*    2 =     +2        
Forgery    Int    1 =     +1        
Gather Information    Cha    6 =     +2    +4        
Heal    Wis    0 =     +0        
Hide    Dex*    2 =     +2        
Intimidate    Cha    2 =     +2        
Jump    Str*    -1 =     -1        
Knowledge (arcana)    Int    2 =     +1    +1    
Listen    Wis    0 =     +0        
Move Silently    Dex*    2 =     +2        
Perform      Cha    2 =     +2             
Ride    Dex    2 =     +2        
Search    Int    1 =     +1        
Sense Motive    Wis    0 =     +0        
Spellcraft    Int    4 =     +1    +3    
Spot    Wis    0 =     +0        
Survival    Wis    0 =     +0        
Swim    Str**    -1 =     -1       
Use Rope    Dex    2 =     +2        
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
-----------------------------------
Spells:
Zero-level Sorcerer spells: 4 per day
First-level Sorcerer spells: 3 (2+1) per day
 
Known Spells:

Level 0 (cantrips): Resistance, Detect Magic, Read Magic, Acid Splash, Mage Hand.

Level 1: Shield, Sleep.
----------------------------------
Raven familiar:
Benedict 
Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 2; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks one character language (Elven) Alertness feat when in arm's reach; improved evasion; share spells; empathic link.
----------------------------------
History/Background info:
Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.

During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him.  After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through.

His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face.  He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer.

Menno would love to find a place to be comfortable and call home.  He tends to act with confidence and bravado, but it is generally a front.  He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend.  His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way.
 
Last edited:

[sblock=Kyl]

Initiative: +2
Alignment: Chaotic Good
Languages: Common

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

HP 7
AC 12; Converted Damage: 3
Fort 1, Ref 4, Will 2
Speed 30ft

Skills: (8 + 0)x4 = 32


Disable Device: +08 (4 ranks + 2 dex + 2 feat)
Escape Artist: +06 (4 ranks + 2 dex)
Hide: +06 (4 ranks + 2 dex)
Knowledge (local): +04 (4 ranks)
Listen: +06 (4 ranks + 2 wis)
Move Silently: +06 (4 ranks + 2 wis)
Open Lock: +08 (4 ranks + 2 dex + 2 feat)
Search: +06 (4 ranks + 2 dex)

Feats:
  • Tactile Trapsmith (use dex instead of Int for disable device and search checks)
  • Nimble Fingers (+2 on disable device and open lock checks)


Class Abilities:
  • Sneak Attack : +1d6
  • Trapfinding

Equipment:
  • Kukri (masterwork) 308gp
  • Studded Leather Armor 25gp
  • Whetstone 2cp
  • Waterskin 1gp
  • Backpack 2gp
  • Caltrops (3) 3gp
  • Flint and Steel 1gp
  • Thieve's Tools (masterwork) 100gp

    Total: 440gp 10gp remaining

Attacks:

Kukri: +02 dmg: 1d4 crit: 18-20x2 type: Slashing

[/sblock]
 


Menno

Male Human Sorcerer 2
Chaotic Good
Strength 8 (-1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)

XP: 1839
[sblock=History]
Starting 1051XP
22.4.2009 - 188XP 5 hobgoblins in the hall
27.1.2010 - 600XP ending hobgoblins and fey blade See here
[/sblock]
Appearance:
Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Light
Eyes: Green
Hair: Dark Brown; Straight; Beardless

[sblock=Equipment]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Code:
2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
[/sblock]

Combat:

Hit Points: 8
Hit points for 2nd level (1d4+1=3)

Speed: 30 feet [20 under medium load]
Armor Class: 13 = 10 +2 [dexterity] +1 BAB
Touch AC: 13
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]

(+1 against magic sleep and paralysis effects and also vs. fire based spells and abilities)
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +3 = 3 [base] +0 [wisdom]

Attack (handheld): 0 = 1 [base] -1 [strength]
Attack (unarmed): 0 = 1 [base] -1 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +1 = 1 [base]


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts
-----------------------------------
Skills/feats:
Languages: Common, Draconic
Raven familiar


Feats:
[sblock=Precocious Apprentice (human)]
Your master has shown you the basics of a spell beyond the normal limits of your experience and training.

Prerequisite: Spellcasting ability (Int or Cha) 15, arcane caster level 1st.
Benefit: Choose one 2nd-level spell from a school of magic you have access to. You gain an extra 2nd-level spell slot that must be used initially to cast only the chosen spell. Until your level is high enough to allow you to cast 2nd-level spells, you must succeed on a DC 8 caster level check to successfully cast this spell; if you fail, the spell is miscast to no effect. Your caster level with the chosen spell is your normal caster level, even if this level is insufficient to cast the spell under normal circumstances.
When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would.
Finally, you gain a +2 bonus on all Spellcraft checks.
Special: You can take this feat only as a 1st level character.
[/sblock]

[sblock=Fiery Burst (1st level)]
Type: Reserve
Source: Complete Mage

You channel your magical talent into a blast of fire.

Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
[/sblock]

[sblock=Draconic Heritage]
Type: Draconic
Source: Dragon Magic

You have a greater connection with your draconic bloodline than others of your kind.

Prerequisite: Sorcerer level 1st.
Benefit: You gain the dragonblood subtype. Choose one kind of dragon from the list in the table below. This is your draconic heritage, which cannot later be changed unless you under go the Rite of Draconic Affinity (Races of the Dragon, pg. 59). Half dragons must choose the same dragonkind as their dragon parent.

Special: When you declare your draconic heritage, you gain a bonus on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding energy type. This bonus equals the number of draconic fears you have. In addition, you gain the corresponding skill as a sorcerer class skill.
[/sblock]

Code:
Appraise Int           4 = +1 +3 [raven] 
Balance Dex*         2 = +2 
Bluff Cha               6 = +2 +4 
Climb Str*            -1 = -1 
Concentration Con  6 = +2 +4 
Craft Int               1 = +1 
Diplomacy Cha       2 = +2 
Disguise Cha          2 = +2 
Escape Artist Dex* 2 = +2 
Forgery Int           1 = +1 
Gather Info Cha     7 = +3 +4 
Heal Wis               0 = +0 
Hide Dex*             2 = +2 
Intimidate Cha       2 = +2 
Jump Str*           -1 = -1 
Arcana Int            3 = +2 +1 
Listen Wis             0 = +0 
Move Silently Dex* 2 = +2 
Perform Cha          2 = +2 
Ride Dex               2 = +2 
Search Int            1 = +1 
Sense Motive Wis   0 = +0 
Spellcraft Int         7 = +2 +3 +2 (from feat)
Spot Wis              0 = +0 
Survival Wis          0 = +0 
Swim Str*           -1 = -1 
Use Rope Dex        2 = +2 

* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").


Spells:
Zero-level Sorcerer spells: 6 per day
First-level Sorcerer spells: 5 (4+1) per day
Second-level Sorcerer spells: 2 (1+1) per day

Known Spells:
Level 0 (cantrips): Prestidigitation, Detect Magic, Read Magic, Acid Splash, Touch of Fatigue.
Level 1: Grease, Color Spray
Level 2: Scorching Ray

[sblock=Raven familiar]
Benedict
Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6;
Hit points: 4;
Initiative +2 (dex);
Speed 10 ft., fly 40 ft. (average);
AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5
Fort +2, Ref +4, Will +4,
Listen +6, Spot +6; speaks one character language (Common)
Alertness feat when in arm's reach;
improved evasion;
share spells;
empathic link.
[/sblock]

History/Background info:
Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.

During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through. Old chap was very amenable and somewhat feeling the press of years he hurried to teach wide-eyed youth as much as he can before short attention span of youth gets diverted by something else.

His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face. He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer.

Menno would love to find a place to be comfortable and call home. He tends to act with confidence and bravado, but it is generally a front. He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend. His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way.
 
Last edited:

[sblock]
Name: Tiax
Race: Halfling
Class: Rogue lvl: 2
Gender: Male
Alignment: Chaotic Good
Size: Small
Languages: Common, Halfling

Age: 28 Height: 2’11"
Weight: 30lb. Eyes: Brown
Hair: Crimson Skin: Tanned

HP:14
AC:14 Flatfooted:11 Touch:14
Fort:3
Ref:7
Will:3
Grapple:-2
DR:3/- SR:xx
Initiative:+3
Base Attack:+1
Speed:20' ACP:-1
Melee Attack:+0
Ranged Attack:+5


Stats:
Str 6(-2)
Dex 16(+3)
Con 12(+1)
Int 10(+0)
Wis 13(+1)
Cha 15(+2)

Skills: 32 pts.
Diplomacy 7(5 ranks+2 mod)
Balance 8(5 ranks+3 mod)
Hide 12(5 ranks+3 mod+4 misc)
Open Lock 8(5 ranks+3 mod)
Tumble 8(5 ranks+3 mod)
Move Silently 10(5 ranks+3 mod+2 misc)
Disable Device 5(5 ranks+0 mod)
Sense Motive 6(5 ranks+1 mod)
Climb 2 Jump 2 Listen 2

Feats:
Point Blank Shot,

Equipment:84gp 6sp 5cp
Flask(empty) 3cp 1.5lb.
Hooded Lantern 7gp 2lb.
Whetstone 2cp 1lb.
x3Oil(1-pint) 3sp 3lb.
backpack 2gp 1lb
Water skin 1gp 2lb

Armor:
Studded Leather AB:3 Max Dex:5 10lb. 25gp

Weapons:
MW Short Bow DMG:1d6 Crit:20x3 Range:60ft 2lb 330gp
Short Sword DMG:1d6 Crit:19-20x2 2lb. 10gp
x3Arrows(20) 3gp 4.5lb.

Special: Sneak Attack+1d6, trapfinding, +1 size bonus to AC, +1 bonus to attack rolls, +4 Hide, +2 Climb Jump Listen Move Silently, +1 racial to all saving throws, +2 bonus vs. fear, +1 racial on attack rolls w/ thrown weapons, evasion


Total Weight:37lb.
Light Load:20lb
Medium Load:40lb.
Heavy Load:60lb.
[/sblock]

[sblock=history]
Tiax, born to an extremely poor family, learned the rogue craft when he was only a child, stealing just enough bread and fruits for his family. Shortly after adulthood, Tiax's father passed away, and his mother followed shortly after.It was after his mother died, he learned that his parents had been saving small ammounts of money, here and there, to give to him. Now being alone, Tiax decided it was time to move on, and after buying some supplies, burned down his small shack and left the town, hoping to find a way to be able to put his talents to better use. As such, he has made his way to Borderland Keep, a place where he may be able to put his talents to better use.
[/sblock]

[sblock=Appearance]
Malnutrition in his early years has left Tiax physically weak, but keeping him light. But his light weight has kept him nimble and quick. Despite his lifestyle, he has remained farely handsome, though he has gotten into minor fights with other rogues, leaving his body a little scarred.[/sblock]
 

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