• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Antigrol Tide (RG)


log in or register to remove this ad

I got the first spot :P

Troth Hulebor´n

Stats: http://invisiblecastle.com/find.py?a=show&id=164289


Code:
[B]Name:[/B] Troth Hulebor´n
[B]Class:[/b] Expert – Barbarian 2 / Fighter 2
[B]Race:[/B] Half-elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] neutral/good


[B]Str:[/B] 16 +3      [B]Level:[/B]4        [B]XP:[/B] X
[B]Dex:[/B] 14 +2      [B]BAB:[/B] +2         [B]HP:[/B] 26
[B]Con:[/B] 14 +2      [B]Grapple:[/B] +5     [B]Spell Fail:[/B] 15%
[B]Int:[/B]  9 -1      [B]Speed:[/B] 40'      
[B]Wis:[/B] 12 +1      [B]Init:[/B] +2        
[B]Cha:[/B] 14 +2      [B]ACP:[/B] -1         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +3    +0    +2    +X    +X    +1    16


                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]              +3     +2              +5
[B]Ref:[/B]               +0     +2              +2
[B]Will:[/B]              +0     -1               -1

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                            +5     1d6+3          18-20x2


Skill Points at Each Additional Level: 6 + Int modifier. As EXPERT

[B]Skill Points:[/B] 20       
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb (Str)                 +1     +3         +4
Handle Animal (Cha)         +0     +2         +2
Intimidate (Cha)            +3     +2         +5
Jump (Str)                  +0     +3         +3
Listen (Wis)                +4     +1   +1    +6
Ride (Dex)                  +1     +2         +3
Survival (Wis)              +0     +1         +1
Swim (Str)                  +3     +3         +6
Craft (Int)                 +0     -1         -1
-*- Race Skills [2]
Gather Information          +0     +2   -2    +0
Diplomacy (cha)	            +0     +2	+2    +4
-*- Expert skills [10]
1.Disguise (Cha)            +4     +2   +2    +8
2.Escape Artist (Dex)       +3     +2         +5
3.Bluff (Cha)               +2     +2   +2    +6
4.Move Silently (Dex)       +3     +2         +5
5.Sleight Of Hand (Dex)     +1     +2         +3
6.Search (Int)              +0     -1         -1
7.Sense Motive (Wis)        +1     +1   +2    +4
8.Tumble (Dex)              +2     +2         +4
9.Use Magic Device          +0     +2         +2
10.Use Rope (Dex)           +1     +2         +3
11. Spot (wis)              +5     +1         +6



[B]Equipment:               Cost  [/B]
Rapier           	    20gp  
Studded leather             25gp  
Backpack                     2gp
Rope hemp                    1gp
Disguise Kit                50gp
Traveler’s outfit            1gp                     

[B]Money:[/B] 39gp 00sp 00cp


[B]Languages:[/B]	Common 
			Elven

[B]Abilities:[/B] 
fast movment, rage
uncanny dodge

[B]Feats:[/B] 

[B]LVL 1 feat:[/B] Weapon Focus: Rapier
[b]LVL 1 fighter bonus feat[/b] Blind-Fight
[b]LVL 3 feat [/b] Power Attack
[b]LVL 2 fighter feat [/b] Point Blank shot
[B]Age:[/B] 60
[B]Height:[/B] 5,7 feet
[B]Weight:[/B] 185 pounds
[B]Eyes:[/B] brown
[B]Hair:[/B] black
[B]Skin:[/B] brown


Appearance: Troth Is not a good looking man. He has many marks after combat with wild animals.
He uses a big turbant and a brown-black robe, conseling his Rapier with the large black cape he uses. He likes to wear his shield on his back. Being again

dark-brown.
With his turbant its quite dificult seeing his face since he allways tries to have the ends of the turbant to cover his face. His ears hidden in hte tubant

cant be seen at all.

Background: Troth was a young half-elf. His father was a human trader, magician, hunter, stable worker and so many other things. He was one of the first Humans to cross the sea to sea the lands of the Elf's.
A man of work his father was, and Troth was early out in the world working for his bread and milk. He's father was also a thief when the opportunity presented itself, Troth was not proud of this fact, but it was the true. His mother was a elf of the borderlands of Lenai, with The Mudab. She was quite tall and good looking. His father lived with them until his 15th birthday, and celebrated with barbecued meat and cookies from the nearby trade post. Only days later his father seeking new life, leaved to never come back; a letter to his mother and a sword to him, was his legacy. Alana, his mother did not cry him but did seek comfort in her potions and herbs.
He left home at 20 years making money escorting minor caravans of fruit and meal. He had for a long time, before that, been in service of a warrior's wife, working as a personal servant for the Lady, it was here he learned the art of the sword. The house guard was his teacher, his name was Elarak.

His life had been for three years now walk the shores and woods of the coast, following a merchant named Ulkos a very tall Elf from Lenai. His birth village was the nearest the Cecil Island. They did travel between the minor ports buying pearls, scales of reptiles and fish. Every year Ulkos did a 8 moths long trade route traveling along the southwest shore of Cellador.
His contract was expiring this spring and Troth was not sure to still be the guards of the caravan. Or travel. The last year the sea called at him promising adventure and gold. At the port of [X] he had leaved the caravan one week before his contract finished, Ulkos had paid in silver a load of clam meat, from the captain of “Lady Sea” . When finished the bargain and handing over the silver pouch Ulkos told the captain of Lady Sea about Troth, making it clear for the captain that he was a hardworking young half-elf, making a honest living. The captain eyed Troth up and down, and with a well disguised smile he hires Troth as security guard and rope puller..

Many times before he had been discriminated for his race, this time was no exception, the more experienced sailor made always fun of him and picked up fights when they where drunk at a ports Inn.
After some weeks he had a mayor fight with the sail tailor, almost killing the man with his bare hands, the sail tailor lived but had a soar troath for weeks after.. The captain earing about the fight, called Troth to his chambers showing Troth his secret... the captain was a half-elf like him.... He also had been discriminated once, learning disguise, as a way to avoid it. The captain did know that if Troth was to make it to sunrise alive, he had to hide and pray for the sail tailor and his friends not to find him.
They talked all that night about how to disguise, its techniques, what powders to what uses, the perfect way to conceal long hears, etc. The captain feeling pitty for him sold him his disguise kit to Troth and wrote a recommendation letter to a captain friend of him, Captain Ben Turion, making it possible for Troth to leave the Lady Sea and be hired at the Pander Ban, with a new identity and fresh start in life.
The papers was buyed at a Gnome forger at the same port, knowed for its grade trade Antigrol was a perfect place to get forgerys and what ever you could desire.
Gnotaz, friend of the captain of the “Lady Sea” and usual contact for his more shady trades.
From there the journey and his first trip with the Pander Ban leaved to Tortila.
 
Last edited:

Braerthalas Alathatka
Elven Swashbuckler 1 Aristocrat 1

Age: 153
Gender: Male
Height: 4'8''
Weight: 121
Eyes: Gray
Hair: Waist Length, Dark Brown
Skin: Pale

STR: 12 [+1] (4 points)
DEX: 17 [+4] (8 points +2 Racial )
CON: 10 [0] (4 points -2 Racial)
INT: 15 [+2] (8 points )
WIS: 10 [0] (2 points)
CHA: 14 [+2] (6 points)

HP: 9
Armor Class: 18 (10 base + 4 Dex + 4 Armor)
Initiative: +4
BAB: +1
- Melee: +5
- Ranged: +5
Speed: 30’

FORT: +2 (2 Base + 0 Con)
REFL: +4 (0 Base + 4 Dex)
WILL: +2 (2 Base + 0 Wis)

Abilities:
- +2 racial bonus against enchantment
- Weapon Proficiency: longbow, shortbow, composite versions, rapier, longsword
- +2 racial bonus on Spot and Listen
- +2 racial bonus on Survival; Survival always a class skill
- Weapon Finesse: May add Dexterity bonus to attack rolls instead of Strength with light weapons or a rapier whip or spiked chain
- Grace: +1 Adds a +1 Competance bonus on reflex saves.
- Insightful Strike: Adds Intelligence to damage in addition to Strength
- Dodge: Gains a +1 Dogee bonus to AC for a single target.(stacks with dodge the feat)
- Acrobatic Chaarge: May Charge over Difficult Terrain.

Feats:
1st Level
- Dodge
3rd Level
- Mobility
6th Level
-Spring Attack

Skills:
Balance +8 (4 ranks, +4 Dex)
Bluff +4 (2 ranks, +2 Cha)
Diplomacy +4 (2 ranks, +2 Cha)
Jump +5 (4 ranks, +1 Str)
Listen +4 (2 ranks +2 Racial)
Perform +4 (2 ranks, +2 Cha)
Profession (Sailor) +3 (3 ranks)
Sense Motive +4 (4)
Tumble +8 (4 ranks, +4 Dex)


Languages:
- Common
- Elven
-
-


Equipment:
Melee weapons
- Whip Dagger +5 (1d6+1, 19-20)
- Rapier +5 (1d6, 18-20)

Ranged weapons

Mundane equipment
- Traveller’s Outfit (1gp, 5 lbs)
- Signet Ring (.5 gp)
- Various Jewelry (100 gp, ?? lbs) at house
- Noble Outfit (75 gp, 10 lbs) at house
- backpack (2 gp, 2 lbs + contents)
- 7 days worth of trail rations (3.5 gp, 7 lbs)
- Small Steel Mirror (10 gp, .5 lbs)
- 3 Traveller’s Outfits (3gp, 15 lbs)

Weight Carried: 33 lbs with pack 9 with out
Remain money:

Background
Braer was born of a minor Agunai bloodline, he grew up as any normal elfchild would. When he turned eighty his parents sent him to work on a ship, The Elfmaid. At first, his time was all spent learning the basic of the craft but once he got the hang of it he started doing the real work. He participated in multiple raids on many tainted shis, using his natural grace and what he found on the boat in combination with the dueling skills he had practiced at home.

On one trip, the ship was to deliver a payment of the tide tax to the Island of Cecil, they were to give two thirds of their left over rations to the gaurds and return. When they arrived at the port the gaurds told them they owed three fourths of their remaining cargo. When the captain refused... memory ends

The next thing Braer remembers is waking up in a cell, when he awakens his gaurd takes him out before the court. He is read his crime, refusing to pay the tide tax, and his sentance, banishmant to Mudab. Angered at his own family for turning against him, and facing exile, Braer stowes away on a merhant ship to human lands. At the end of the journey, he takes his leave of the ship and moves off to find a new life.

After much searching and many distasteful remarks, Braer decides to leave town. nce he is out of sight of it he dresses as a human young man and pulls his travelling cloak down over his face. When he arrives at the next town he finds service on Captain Ben's ship
 

Colmarr Blackrock, Male Gnome Bard

[SBLOCK=Colmarr Blackrock]Colmarr Blackrock
Male Gnome Bard 4 (Expert 1)
Experience Points (required): 6,000 (10,000 for 5th level)
Alignment: Neutral Good

Height: 3’8”
Weight: 48lbs
Hair: White-Blonde
Eyes: Sapphire-Blue
Skin: Dark Tan
Age: 65

Strength 8 (-1) [10 base (2 pts), -2 racial]
Dexterity 14 (+2) [14 base (6 pts)]
Constitution 14 (+2) [12 base (4 pts), +2 racial]
Intelligence 14 (+2) [14 base (6 pts)]
Wisdom 12 (+1) [12 base (4 pts)]
Charisma 17 (+3) [16 base (10 pts), +1 (4th level)]

Class and Racial Abilities
-2 Strength, +2 Constitution
Small: +1 size bonus to AC and attack rolls, +4 size bonus on Hide checks
Base Land Speed: 20 feet
Low-Light Vision
Weapon Familiarity: Gnome hooked hammer
+2 racial bonus on saving throws on saving throws against illusions
Add +1 to DC for illusion spells cast
+1 racial bonus on attack rolls against kobolds and goblinoids
+4 dodge bonus to AC against monster of the giant type
+2 racial bonus on Craft (alchemy) and Listen checks
Spell-Like Abilities: 1/day--dancing lights, ghost sound, prestidigitation, speak with animals (Save DC = 13 + spell level; 14 + spell level for illusions).

Weapons & Armor: All simple weapons plus longsword, rapier, sap, shortbow, shortsword, whip, light armour, and shields (except the tower shield)
Bardic Music 4/day [countersong (su), fascinate (sp), inspire courage +1 (su), inspire competence (su)]
Bardic Knowledge +12 [incl. +2 for Knowledge (history), and +4 for Obscure Lore feat]

Armour Class: 15 (10 base, +1 size, +2 Dex, +2 armour) [touch 13, flat-footed 13]
Note: +4 dodge bonus to AC against monsters of the giant type
Armour Check Penalty: -0
Arcane Spell Failure: 0%
Hit Dice: 4d6+8 [+3 Expert] (6,3,4,3)
Hit Points: 27
Initiative: +2
Speed: 20 feet

Base Attack Bonus/Grapple: +3/-2

Weapons
+3 melee [1d3-1; 19-20/x2; piercing; dagger, small]
+6 ranged [1d6; 19-20/x2; range 80 ft.; piercing; light crossbow, small]
Note: +1 racial bonus on attack rolls against kobolds and goblinoids

Saves
Fortitude +3 [1 base, +2 Con]
Reflex +6 [4 base, +2 Dex]
Will +7 [6 base, +1 Wis]
Note: +2 racial bonus on saving throws against illusions

Skills (64 points; max ranks: 7/3.5)
Note: Untrained skills in Italics.
Appraise +2 [0 ranks, +2 Int]
Balance +2 [0 ranks, +2 Dex]
Bluff +7 [4 ranks, +3 Cha]
Climb -1 [0 ranks, -1 Str]
Concentration +5 [3 ranks, +2 Con]
Craft (alchemy) +4 [0 ranks, +2 Int, +2 racial]
Craft (other) +2 [0 ranks, +2 Int]
Decipher Script +9 [7 ranks, +2 Int]
Diplomacy +9 [6 ranks, +3 Cha]
Disguise +3 [0 ranks, +3 Cha]
Escape Artist +2 [0 ranks, +2 Dex]
Forgery +2 [0 ranks, +2 Int]
Gather Information +6 [3 ranks, +3 Cha]
Heal +1 [0 ranks, +1 Wis]
Hide +6 [0 ranks, +4 size, +2 Dex]
Intimidate +3 [0 ranks, +3 Cha]
Jump -1 [0 ranks, -1 Str]
Knowledge (arcana) +6 [4 ranks, +2 Int]
Knowledge (history) +9 [7 ranks, +2 Int]
Listen +6 [3 ranks, +1 Wis, +2 racial]
Move Silently +2 [0 ranks, +2 Dex]
Perform (oratory) +6 [3 ranks, +3 Cha]
Perform (other) +3 [0 ranks, +3 Cha]
Perform (sing) +10 [7 ranks, +3 Cha]
Ride +2 [0 ranks, +2 Dex]
Search +2 [0 ranks, +2 Int]
Sense Motive +1 [0 ranks, +1 Wis]
Sleight of Hand +5 [3 ranks, +2 Dex]
Spellcraft +9 or +11 (decipher scrolls) [7 ranks, +2 Int, +2 synergy Use Magic Device]
Spot +1 [0 ranks, +1 Wis]
Survival +1 [0 ranks, +1 Wis]
Swim -1 [0 ranks, -1 Str]
Use Magic Device +10 or +14 (scrolls) [7 ranks, +3 Cha, +4 synergy Decipher Script, Spellcraft]
Use Rope +2 [0 ranks, +2 Dex]

Skills Selected at Last Level: +1 to Bluff, Decipher Script, Diplomacy, Knowledge (arcana), Knowledge (history), Perform (sing), Spellcraft, Use Magic Device.

Feats
Eschew Materials [1st level]
Obscure Lore (Complete Adventurer) [3rd level]

Prospective Feat: None chosen yet.

Languages
Gnome, Common, Dwarven, Elven

Spells Per Day (0-lvl/3; 1st/3; 2nd/1; 3rd/0; 4th/0; 5th/0; 6th/0)
Save DC = 13 + spell level (14 + spell level for illusions)


Spells Known
0-level (6) -- detect magic, light, lullaby, mending, message, read magic
1st-level (3) -- cure light wounds, identify, Tasha’s hideous laughter
2nd-level (2) – invisibility, shatter

Spells Selected at Last Level: 2nd-level (2): invisibility, shatter.

Equipment (* indicates a small item suited for Colmarr’s size)
Dagger* [0.5 lb]
Light Crossbow* [2 lb]
18/20 Bolts* [1 lb]
Leather Armour* [7.5 lb]
Entertainer’s Outfit*

Backpack* [0.5 lb]
-- Bedroll* [1.25 lb]
-- Ink (2 vials) [0 lb]
-- Inkpen (2) [0 lb]
-- Mirror, Small Steel [0.5 lb]
-- Lorebook (as wizard’s spellbook) [3 lb]
-- Rations, Trail* (2 days) [0.5 lb]
-- Sack* (2) [0.25 lb]
-- Peasant's Outfit* (earth tones) [0.5 lb]
-- Waterskin* [1 lb]

Pouch, Belt* [0.125 lb]
-- Flint & Steel [0 lb]
-- Foci for message and read magic [0 lb]
-- Money (24 gp, 6 sp) [0.64 lb]

Weight Carried: 18.625 lb (19.265 lb including money)

Carrying Capacity [8 Strength x 3/4 for small]
Light: 19.5 lb. or less; Medium: 19.5-39.75 lb.; Heavy: 39.75-60 lb.;
Lift (over head): 60 lb.; Lift (off ground): 120 lb.; Drag: 300 lb.

Money
24 gp, 6 sp

Naomi's Gear
-- Three Dresses (Pink x2, Blue; includes her starting dress)
-- Shoes
-- Dagger, small


Appearance
Colmarr is a very tall and lean gnome, with stylishly cropped white-blonde hair mostly hidden under a dashing black hat and a neatly trimmed goatee. His sapphire-blue eyes look on those around him with kindness and understanding, while always seeming to have a certain hint of humour and mischief in them. He wears colourful clothing unlike most of his people, a scarlet doublet over a white shirt and cerulean trousers tucked into well polished black boots, over which he wears a stylish black cloak edged in silver stitching. He carries little in the way of weaponry, just a dagger and light crossbow, which seem to have seen little use.

Personality
Colmarr is funloving and inquisitive, always wanting to know a little more and not above playing pranks, just to see what happens. He gets on well with those around him extremely well, making friends very easily as it is the lifeblood of his trade and interests. Always seeking to increase his magical knowledge and his repertoire of songs and tales, he is also on the lookout for more lore hoping one day to chronicle some great historical event himself.

Background
The only child of Dorgan and Lissa Blackrock, Colmar was an inquisitive child and funloving child. From as early as he can remember his mother sang to him, her voice ethereal and haunting, drawing him in to the folk songs of his people. Eventually he began to sing the songs with her, often at large gatherings of his kin, finding he had a gifted voice which gave him much enjoyment. His inquisitiveness and first love though ran mostly to history and he always preferred to hear tales of real events rather than fantasies dreamed up for his benefit, which worked out well with his father being a sage who specialised in the histories of many races. Many long hours did he listen to his father recount battles, great leaders, or other items of historical note always hungering for more. When he came of age Colmarr joined his father in studying and dispensing historical knowledge as a sage.

Some time after first contact Colmarr became enamoured by the human culture, there being much untapped historical knowledge to find, so he turned to the wandering life of a bard an began to explore the human lands. Upon reaching the port of Antigrol, he immediately headed out into the surrounding lands spending much of his time visiting small villages and towns, gathering tales from the outlying areas where there was less contamination from the influx of new ideas. He spent many years exploring the history of humankind, often singing in these isolated places to earn his keep while following his thirst for history.

In recent months, Colmarr has returned to the city of Antigrol singing in various establishments to keep himself fed while he studied what history he could unearth from the folk. Feeling that he has discovered as much as he can for the time being and almost down to his last coin he decided to leave the city, and signed on with Captain Turion to travel down the coast to Tortila as an entertainer, storyteller, and magical advisor...at least that’s how he sees his duties in order of importance, although the captain says he hired him for his knowledge of magic...

XP Log (started with 500)
500 (end of Chapter 1); 225 (end of first day in Tortila), 1775 (Mallak’s birthday award?), 3000 (fleeing Tortila on the Pander Ban)[/SBLOCK]
 
Last edited:

Grondar - Human Thug

Code:
Grondar
Male Human Thug  4 / Commoner 1
Chaotic Neutral
Representing Roy - Strahd Von Zarovich

Strength 16 (+3) 
Dexterity 14 (+2) 
Constitution 15 (+2) 
Intelligence 12 (+1) 
Wisdom 9 (-1) 
Charisma 11 (+0) 

Size: Medium 
Height: 6' 7" 
Weight: 240 lb 
Skin: Tan 
Eyes: Dark Brown 
Hair: Black; Straight; Light Beard 
 

Total Hit Points: 42

Speed: 30 feet

Armor Class: 16 = 10 +4 [chain shirt] +2 [dexterity] 

Touch AC: 12
Flat-footed: 14
Initiative modifier: +2 = +2 [dexterity]  
Fortitude save: +6 = 4 [base] +2 [constitution]  
Reflex save: +3 = 1 [base] +2 [dexterity]  
Will save: 0 = 1 [base] -1 [wisdom]  
Attack (handheld): +7 = 4 [base] +3 [strength]  
Attack (unarmed): +7 = 4 [base] +3 [strength]  
Attack (missile): +6 = 4 [base] +2 [dexterity]  
Grapple check: +7 = 4 [base] +3 [strength]  


Light load:  76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.
 

Languages: Common, Gnome  


Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]

Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]

Light Crossbow [1d8, crit 19–20/x2, range 80 ft., 4 lb., Piercing ]

Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.] 


Feats:

Endurance, DieHard.
Power Attack, Improved overrun.
Urban Tracking (from UA) 


Skills:
Appraise Int 1 =  +1   
Balance Dex* 0 =  +2 -2  
Bluff Cha 2 =  +0 +2   
Climb Str* 5 =  +3 +4 -2  
Concentration Con 2 =  +2   
Craft_1 Int 1 =  +1   
Diplomacy Cha 0 =  +0   
Disguise Cha 0 =  +0   
Escape Artist Dex* 0 =  +2 -2
Forgery Int 1 =  +1   
Gather Information Cha 1 =   +0  +1
Heal Wis -1 =  -1   
Hide Dex* 0 =  +2 -2  
Intimidate Cha 3 =  +0 +3 
Jump Str* 4 =  +3 +3 -2 
Knowledge (local) Int 6 =  +1 +5  
Listen Wis 1 =  -1 +2  
Move Silently Dex* 2 =  +2   
Profession (Potter) Wis 4 =  -1 +5  
Ride Dex 4 =  +2 +2  
Search Int 1 =  +1   
Sense Motive Wis -1 =  -1  
Sleight Of Hand Dex 3 = +2 +1  
Spot Wis 0 =  -1 +1 
Survival Wis -1 =  -1   
Swim Str** 5 =  +3 +4 -2
Use Rope Dex 4 =  +2 +2  


* = check penalty for wearing armor

Racial traits:
[sblock]
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
[/sblock]

Class traits (Uneathed arcane):
[sblock]
Thug Fighter:
Bonus Feats (already included)
Thugs get limited armor, no shield, more skills / skill points.
[/sblock]
  
Grondar's Equipment:
Blanket, winter x1
Mug
Sacks x1
Soap
Torches x1
Peasant’s outfit
New Jacket - Cold weather outfit.
Tobbaco.
elven bard musical instrument.
Stolen light crossbow.
6 crossbow bolts

weight: 40 lb 
Wealth: 63 gp ; 33 silver
large flower pendant of worked gold, with a ruby the size of his pinky nail studs the center, ringed with small diamond chips.

Background
Grondar raised with no mother, his father worked in the great port and returned home drunk everynight, just to beat the hell out of him, He didn't go to school and learned to read and write at home all alone, most of the time he hanged out in the streets and tried to steal stuff, but his career as a thief went down, he was a lousy thief and not once and not twice he ended the night in the prison, just to be released by his father and get beat all the night.
that is why he is a thug and a bully, his father died when he was 15 yo', he drowned ...or so they say.
Grondar since then began to work as a potter in the port, trying to earn few coins to keep living alone in the great city. when he was 17 he worked for a gnome and learned the little man language and some manners, but the gnome left the city and sailed across the sea, now he is 19 yo' and works as a thug for hire for dirty jobs and again as a potter, waiting for a chance to upgrade his life. he is not a bully to others anymore, just for the correct price, but he would be glad to go adventuring and starts a new phase in his life.
 
Last edited:

N’un T’Chauck the Tahk’Wam Warrior (folks call him Noonchuck in Common)

Revised

2nd Level Barbarian

Background: Warrior
Age: 19
Height: 6’
Weight: 176
Hair: Black
Eyes: Dark brown
Class: Barbarian
Level: 2
Alignment: Neutral
Experience: 1,000
Deity: “The Old One” a spirit deity that lives under the sea.

Statistics:

STR – 14 (+2) 6pts.
DEX – 16 (+3) 10pts.
CON – 14 (+2) 6pts
INT – 10 (0) 2pts
WIS – 14 (+2) 6pts
CHA – 10 (0) 2pts
Total 32pts

Hit Points: 26 (Warrior half d8 (+4), Barbarian 2d12 (+12+6), Con bonus (+2+2))

Saving Throws:
Fortitude: +3
Reflex: 0
Will: 0

Armor Class: 13 (not wearing armor)

Base Speed: 40 (w/o armor)

Base Attack Bonus: +5 (+1 Warrior, +2 Barbarian, +2 Strength)

Weapons/attacks:
Harpoon, Stone Knife (Iuak), Ice Axe (All from Frostburn)

Skills:

CLASS SKILLS (Total Skill Points: Warrior +8, Barbarian +16, Human +4, Level 2 +4= 32)

WARRIOR:
Climb +7 (Str +2)* Rank 5
Intimidate +1 (Cha)* Rank 1
Jump +7 (Str +2)* Rank 5
Ride +3 (Dex +3)* Rank 0
Swim +6 (Str +2)* Rank 4

BARBARIAN:
Craft (Int) +2 (Primitive Weapons, Stone/ Bone/ Wood) (Int +0) Rank 2
Listen +6 (Wis +2) Rank 2
Survival +6 (Wis +2) Rank 4
Profession (Sailor) +6 (Wis +2) Rank 4

*indicates class skill for both Warrior and Barbarian

NON-CLASS SKILLS

Use Rope +4 (Dex +3) Rank 1
Spot +3 (Wis +2) Rank 1
Handle Animal +0 (Cha)** Rank 0

(**NOTE: Handle Animal, which is usually a class skill for Barbarian/Warrior, is not a class skill for Noonchuck, it was exchanged for Profession (Sailor) given the sea going nature of his culture.)

Feats (from Frostburn):
Exotic Weapon Proficiency (Harpoon)
Sea Legs (As long as he is on board a ship, he gets +2 on balance and tumble rolls, and a +1 on initiative.)

Class Feature (Warrior): Proficient in all simple and martial weapons and all armor and shields.

Class Feature (Barbarian): Proficient in all simple and martial weapons and light-med. armor and shields (ex. Tower).

Uncanny Dodge (Barbarian): Dex bonus to AC even when caught flat-footed or attacked by invisible opponent.

Fast Movement, Rage, illiterate (can speak common)

Harpoon (exotic weapon, 15gp, dam. S 1d8, dam M 1d10, x2 crit., 30 ft range weighs 10 lbs, piercing):

The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached to control harpooned opponents. Though designed for hunting whales and large sea creatures, the harpoon can be used on dry land.

If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving through (DC 10+ dam). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check wile holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 ft long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 concentration check or lose the spell.

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

Languages:
Common (speak only)
Tahk’Wam Tribal Tongue (speak only, no written language) This is a dialect of a commonly spoken language in the northern arctic region of the world.

Equipment:
Harpoon 15gp
Ice Axe 10gp (1d4/1d6, x4 crit, 5 lbs, piercing or slashing)
Large obsidian dagger (Treat as Iuak 1d4/1d6, 19-20/x2 crit, 4lbs, slashing)
Seal skin cold weather clothing
Light traveling clothing
Bear fur bedroll
Soft leather boots
Belt pouch with coins, fishing line and hooks, some rations (smoked fish or jerky)
Waterskin

Wealth: about 30 gp.

Background Story (long):

[sblock]
“In the beginning two great spirit brothers lived in a world of water. They were happy hunting fish and having diving and swimming contests between them. One day, the younger brother returned to the surface of the ocean and told his older brother about a gigantic fish he had seen below. He said it had taken nearly an entire day to swim past him. The older brother did not believe that he had seen such a thing. The younger brother, insistent that he was telling the truth, said he would bring the fish to the surface. He dived and soon the water was broiling beneath the older brother. After many hours, the younger brother returned to the surface, pulling the gigantic fish to the surface by its tail. “See, I was telling the truth!” This angered the older brother, so he struck his younger brother with his fist, killing him. The older brother was overcome by grief. He decided he must create a monument to his younger brother so that he would never forget him. He dove to the sea floor and raised the mud from the bottom over his dead brother, creating dry land. He took the giant fish, a whale, and carved small figures of his brother from its teeth. As he undertook this, using only his own fingernails, he began to weep and some of the figures became misshapen. Finally he could stand no more. He took the remains of the giant fish and went to the bottom of the ocean, never to be seen again. The mass of land over his brother became the continents, and the figures that he had carved became men… while the misshapen ones became other things—animals, birds, and other things. Thus are all men brothers of the whale that the old one used to bring us to life.”

The grizzled shaman finished his story and the assembled tribe sat in silent respect for a few moments. All but one. Gr’un Tahk, the shaman’s brother, spoke out.

“What was here before the spirits?” he challenged. “Where did the water come from? The whales and fish?” His tone was mocking.

The old man didn’t answer, but stood silently and slowly returned to his lodge, signifying the end of the night’s tale-telling. N’un T’Chauck of the Harpoon looked disapprovingly at Gr’un Tahk.

“Must you always challenge your brother?” he called to him. “You will never take his place as leader of this tribe with your disrespectful attitude. Even the legend tells us to be gentle to our brothers.”

Gr’un Tahk scowled as he slinked away into the darkness. He would lead this tribe someday… and he would know what had come before. The forbidden knowledge would be his.

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

After that encounter at the tribal tale-telling, Gr’un Tahk disappeared and was not seen again by N’un T’Chauck. Life continued in the tribe, and the time for the annual whale hunt was fast approaching. N’un T’Chauck lived for the hunt. He was first man in the first canoe—the harpoonist who would have the honor of slaying the whale that the tribe might survive. His three brothers would also ride in the canoe, their oars becoming powerful extensions of their arms, propelling the canoe through the waves at the speed of the wind.

On the day of the hunt, the entire tribe was there to see the whale hunters cast off and head out to sea. N’un T’Chauck looked at the sky with some apprehension. Dark clouds were marching above. Not a good start for the hunt. But honor and tradition demanded that the hunters at least try to start their hunt. Once in the whale’s realm, if they saw no sign of their prey, they could return and try again tomorrow.

Four canoes of warriors set out in search of whales that day. Four large war canoes, with a dozen rowers each. These would have been nearly sea worthy on the open ocean, as each had high gunwales, a deep draft and could be fitted with a sail to give the oarsmen an occasional rest on particularly long journeys. A harpooned whale could not pull them under water, and they could weather a storm if necessary, though a typhoon would certainly doom them. The clouds today, though unusual, were not the type a typhoon would accompany, N’un T’Chauck could tell that much.

Nevertheless, when they were nearly out of sight of land, in the deeper water ruled by the whale and his kind, the squall struck. Visibility was cut to nearly nothing by the heavy rain and rising waves. N’un T’Chauck called out to his fellows, “Our brother the whale does not wish to be hunted today. Let us return to our homes and try again tomorrow!” The crew nodded and started to pull for shore. They had lost sight of the other canoes, but N’un T’Chauck thought he could hear their crews shout above the din of the rain and waves.

Try though they may, however, N’un T’Chauck’s crew could not find their way. The horizon had been reduced to a grey-green haze and the waves made it impossible to travel in a straight line for long. There was no way to sight land in conditions like these. “We must tie in and ride out the storm!” N’un T’Chauck shouted. “This storm is not so bad that we will sink, it will merely hinder our return home!” The men did as N’un T’Chauck suggested… and to conserve their strength paddled only enough to keep the canoe upright and pointing into the waves.

Time passed and the storm ebbed and flowed. N’un T’Chauck knew that the cooling night air would probably reduce the intensity of the rain, and sure enough, as it got to be darker, the storm broke. After a short time one of the keen-eyed men shouted, “look—the peaks!” All hands looked in the direction he indicated and sure enough saw the tops of the icy mountains that rose above their coastal village reflected in the setting sun. They grabbed their oars and pulled eagerly to land, cold and wet from their ordeal.

As they got closer, they realized that something was not quite right. Where were the tribe’s beach fires? They could see no sign of their village. But, there was the Bear’s Claws… their homes should be near there… but the gathering darkness prevented them from making out any details of their village until they had reached the pebbled shore. Rather than raging bonfires on the beach surrounded by celebrants of the whale festival, all was cold and dark. Something was wrong.

The canoe hit the beach and the dozen warriors sprung out of it, grabbing its sides and pulling it onto the shore. The men then ran towards their lodges. By now their eyes had adjusted to the darkness, but still they could see only dark silhouettes of their homes… and no light or sound coming from them. As the swiftest of the men reached their homes and went inside, a chorus of lamentations began to be heard across the beach. Soon they found, with horror, that their houses were empty of all living things. There was blood, lots of it, and other things… dark seaweed, bubbly translucent foam made of slime, and a few corpses, rendered to pieces and unrecognizable. Smeared tracks, black in the night, told of bodies dragged from the houses, in all cases apparently toward the now calm sea.

Next morning, the tide had erased any of the carnage and gore that was on the beach, and in the light of the rising sun the men could search their long houses. In all cases, the homes had been ransacked. There were signs of struggle, but no remains that would give solid clues as to who the attackers had been. The only obvious thing, it seemed, was that they had come from the sea, and returned there with their human trophies.

N’un T’Chauck called the warriors to a council after they had made a thorough search of the ruins and carefully collected the remains of their people. There wasn’t much to be had, but these needed to be buried as was their custom.

“Brothers, our world has been torn asunder...,” He addressed his grieving friends, choking back his own grief. “I am at a loss as to what to do…. Revenge is my natural inclination…” He was briefly interrupted as the assembled warriors shouted their agreement. “But, revenge against what? Perhaps the spirits were angry and decided to punish us for something… It doesn’t make sense.”

His brother Jun’Tanawak approached. “Brother, I will not rest until I find the thing or things that did this and slay them, or am slain in the process. Do you swear to join me? Do you?”

“It is all we can do. We have nothing left here…”

Though they waited for several weeks, the three other whale hunting crews never returned. With that the four brothers swore to go to the ends of the earth, searching for what had destroyed their lives, and exacting revenge. The other warriors tried their best to rebuild their village, but once other tribes heard of what had happened there, no one wanted to live there, so it was abandoned and fell into ruin. Many of the survivors were absorbed into other tribes. N’un T’Chauck and his three brothers carried on the search for the perpetrators of this disaster, a search that carried all four men to great adventure across their world.

N’un T’Chauck chose to go south from his village, where he ended up finding the city of Antigrol. He wondered if pirates from this place had destroyed his village. Here was a hive of humanity the likes of which he had not seen before, with strange customs, languages and habits. It would take him some years to search this place for clues. Attracted to the city’s wharfs, N’un T’Chauck decided that a place on a ship would not only allow him to search for pirates but also possibly search for other sea borne suspects, so he signs on with Captain Ben Turion as a sailor, learning to work the rigging for which is climbing skills make him admirably suited. The other crewmen teach N’un T’Chauck the common tongue and christen him Noonchuck. He’s generally well-liked by the other sailors as he is a hard worker who never complains about tasks. Of course, as a giant of a man, he can be somewhat intimidating in his primitive clothing.
[/sblock]
 
Last edited:

Magyar Rhineholdt, ex stage magician

Code:
[B]Name:[/B] Magyar Rhineholdt
[B]Class:[/B] (Expert 1) Rogue 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] ?

[B]Str:[/B] 12 +1 (4p)       [B]Level:[/B] 3        [B]XP:[/B] 3000/6000
[B]Dex:[/B] 16 +3 (10p)      [B]BAB:[/B] +2         [B]HP:[/B] 18
[B]Con:[/B] 10 +0 (2p)       [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2 (6p)       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (4p)       [B]Init:[/B] +3       [B]Spell Save:[/B] -
[B]Cha:[/B] 14 +2 (6p)       [B]ACP:[/B] -0         [B]Spell Fail:[/B] -


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +3    +0    +0    +0    15*
[B]Touch:[/B] 13*              [B]Flatfooted:[/B] 12*

* +1 AC vs. attacks from traps

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +0          +1
[B]Ref:[/B]                       3    +3          +6*
[B]Will:[/B]                      3    +1          +4 

* +1 vs. traps
conditional: Ref save for 1/2 damage = no damage

[B]Weapon                  Attack   Damage**   Critical[/B]
Dagger...................+3......1d4+1.......19-20/x2
Dagger, thrown...........+5*.....1d4+1.......x2, range 10 ft.
Shortspear...............+3......1d6+1.......x2
Shortspear, thown........+5*.....1d6+1.......x2, range 20 ft.
Sling....................+5*.....1d4+1.......x2, range 50 ft.
Shortbow.................+5*.....1d6.........x3, range 60 ft.

*  conditional: +1 on ranged attacks within 30'
*  conditional: no penalty for firing into melee (Precise Shot)
** conditional: +2d6 damage for Sneak Attacks


[B]Languages:[/B] Common, Elven, Gnome 

[B]Abilities:[/B]

--Human--

* Extra Feat (1st level)
* All languages available
* Extra Skill points
* Any class favored

--Rogue--

* Weapon proficiencies: all simple, hand crossbow, rapier, sap, shortbow, short sword
* Light armor proficiency
* Sneak Attack +2d6
* Trapfinding
* Evasion (take no damage on a successful Reflex save for half damage)
* Trap Sense +1 (AC bonus vs. trap attacks, Save bonus vs. traps)

--Expert--
* Class Skills (choose 10): Know (arcana), Know (religion), Escape Artist, Open Lock, Perform (Acting), Sleight of Hand, Use Magic Device, Use Rope, Handle Animal, Ride
 
[B]Feats:[/B] 
Point Blank Shot (1st level): +1 range attack roll up to 30 ft.
Improved Diversion (bonus human): Bluff to create a diversion as a Move Action. +4 bonus when doing so. (Complete Adventurer, prereq. 4 ranks Bluff)
Precise Shot (3rd level): No penalty for firing into melee


[B]Skill Points:[/B] 75 [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise...................0....+2..........+2
Balance....................3....+3...+2*....+8
Bluff......................6....+2..........+8
Climb......................2....+1..........+3 (+5 if rope)
Concentration (cc).........0....+0..........+0
Diplomacy..................0....+2...+2*....+4
Disguise...................0....+3..........+3 (+5 stay in character)
Escape Artist..............5....+3..........+8 (+10 rope bonds)
Forgery....................0....+2..........+0
Gather Information.........2....+3..........+5
Handle Animal..............1....+2..........+3
Heal (cc)..................0....+1..........+1
Hide.......................6....+3..........+9
Intimidate.................0....+2...+2*....+4
Jump.......................0....+1...+2*....+3
Know:
     arcana................2....+2..........+4
     religion..............1....+2..........+3
Listen.....................0....+1..........+1
Move Silently..............6....+3..........+9
Open Lock..................5....+3..........+8
Perform(act)...............4....+2..........+6
Ride.......................1....+3..........+4
Search.....................2....+2..........+4
Sense Motive...............4....+1..........+5
Sleight of Hand............6....+3...+2*....+11
Spot.......................3....+1..........+4
Survival (cc)..............0....+1..........+1
Swim.......................0....+1..........+1
Tumble.....................6....+3..........+9
Use Magic Device...........5....+2..........+7
Use Rope...................5....+3..........+8 (+10 to bind another)

* Synergy bonus
(cc) Cross Class Skill

[B]Equipment:               Cost  Weight[/B]

[i]--Worn / Carried (Weight: 31.5lb)--[/i]
Dagger.....................2gp...1lb
Sling......................--....--
Sling bullets (6/10).......1sp...5lb
Leather armor.............10gp...15lb
Belt pouch..................1gp..1/2lb
Signal whistle..............2sp..--
Waterskin...................1gp..4lb
Theives' tools.............30gp..1lb
Explorer's outfit...........--...--
Shortbow...................30gp..2lb
Arrows (17/20)..............1gp..3lb


[i]--On ship (Weight: 5lb)--[/i]
Backpack...................2gp...2lb
Shortspear.................1gp...3lb


[i]--In / on Backpack (Weight: 7lb)--[/i]
Bell.......................1gp...--
Candle x2..................2cp...--
Scroll Case................1gp...1/2lb
Chalk x5...................5cp...--
Flint and Steel............1gp...4lb
Ink........................8gp...--
Inkpen.....................1sp...--
Lantern, hooded............7gp...2lb
Mirror, small steel........10gp..1/2lb
Parchment x5................1gp..--




[B]Total Weight:[/B]43.5lbs      [B]Money:[/B] 12gp 5sp 3cp 


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   260   650

[B]Age:[/B] 18
[B]Height:[/B] 6'0"
[B]Weight:[/B] 200lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tan

Appearance: Despite the fact that he's not spending time on the stage so much any more, Mag's still in the habit of keeping himself up. His hair and beard are neatly and closely trimmed. His clothes are usually only lopsided when he's going for a "daring" look. And even before he learned to work a crowd, Mag always had a disarming smile at his command.

Background: [sblock]"Watch The Rhineholdt Family Magicians conjure animals from thin air! Thrill to their daring escapes! See a man disappear! Wonder as they actually read your mind! Come one and all to the greatest acts of prestidigitation and mysticism the land has seen in ages!"

Four generations of Rhineholdts used those posters to sell out their shows. Brought them in every time. Rhiney kids grew up on card tricks, graduated to rabbits from hats, got bold with disappearing boxes and escapes from water caskets, and retired as wizened mind readers.

Then someone went and found real magic. By the time Magyar ('Mag the Magnificent') was old enough to do his first card tricks, people were already leering at his family's act. Some people had seen "the real thing," some had just heard of it. And even if they hadn't, it just took one gnome wandering through town shooting sparks out his fingers to put "was this your card?" into perspective.

Magyar would be the first to admit the problem. He's started looking into the arcane arts himself of late, and it's fascinating stuff. The family show is little more than a ghost. Shell games and card sharking bring in more money than bothering to set up the stage. They've gone from a fine family tradition of performance to a clan of shifty gypsies. Mag knows the only way to revive the family tradition will be to track down real magic. And he's not going to do that where he is.

He's rolled up the battered poster and slipped it in a case to protect it. He traded in the trick cuffs and the flash powder and the stage outfit for some traveling clothes and armor, repurposed his stage props back into weapons, and signed on with a ship's crew. His skill with rope should help with the rigging and the like, and he's sure he can adequately fake the rest until he picks up on it. And if he finds what he's looking for, maybe there will come a day when that poster's worth reprinting again. He certainly hopes so.[/sblock]

[sblock=Level Log] Rogue Level 3:

* Feat (3rd level) (Precise Shot)
* +3 HP (1/2 d6)
* +11 Skill points (8, +2 Int, +1 human): 1 each to Balance, Bluff, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble. 2 each to Gather Info, Search
* +1 BAB
* Saves: +1 Fort / Will
* Sneak Attack +2d6 (total)
* Class Ability: Trap Sense +1 (add to Ref save vs. traps and to AC vs. attacks by traps)

Rogue Level 2:

+3 hp (1/2 d6)
BAB +1
Saves: +1 Ref
Evasion class ability
+11 Skill points (8, +2 Int, +1 human)[/sblock]

[sblock=Treasure Log]20gp - crew salary[/sblock]

[sblock=Experience Log]500 xp - Chapter 1
225 - day 1 of Chapter 2
Level to 3 - Birthday Bonus (Chapter 2)[/sblock]
 
Last edited:

All right. sorry this took so long to make up but I had to download and compile the 3.5 SRD so I would have reference material. Here is my low-magic Ranger, Denther Mosy.
Code:
Denther Mosy
Male Human Ranger 1 / Expert 1
Lawful Neutral
Representing Denther - MPS42
XP=1000

Strength 16 (+3) 
Dexterity 14 (+2) 
Constitution 11 (+0) 
Intelligence 10 (+0) 
Wisdom 13 (+1) 
Charisma 10 (+0) 

Size: Medium 
Height: 5' 8" 
Weight: 180 lb 
Skin: Med-Tan 
Eyes: Steel Blue 
Hair: Short Black; Slight wave
 

Total Hit Points: 18

Speed: 30 feet

Armor Class: 15 = 10 +2 [Leather Jerkin] +1 [Sheild] +2 [dexterity] 

Touch AC: 12
Flat-footed: 13
Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +5 = 3 [base] +2 [constitution]  
Reflex save: +2 = 0 [base] +2 [dexterity]  
Will save: +1 = 0 [base] +1 [wisdom]
 
Attack (handheld): +5 = 2 [base] +3 [strength]  
Attack (unarmed): +5 = 2 [base] +3 [strength]  
Attack (missile): +4 = 2 [base] +2 [dexterity]  
Grapple check: +5 = 2 [base] +3 [strength]  


Light load:  76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.
 

Languages: Common  


WEAPONS		BONUS	DAMAGE	CRITICAL	RANGE	SIZE	TYPE	WGT
-------------	-----	------	--------	-----	----	----	----
Longsword	+5	1d8+3	19-20 X2	  x	med	  s	  4	
Dagger (thrown)	+3	1d4+3	19-20 X2	10ft	tiny	  p	  1	
Whip		-1	1d2	 X2		5ft	sm	  s	  2 Subdual


Feats:

Weapon Focus – Longsword
Quckdraw
 


Skills:		    SKILL MOD	  RANKS
Alchemy			0	=	
Animal Empathy		0	=	
Appraise 		0	=	
Balance 		1	=	
Bluff 			0	=	
Climb 		4	=	2
Concentration 		0	=	
Craft 			0	=	
Craft 			0	=	
Decipher Script		0	=	
Diplomacy 		0	=	
Disable Device		0	=	
Disguise 		0	=	
Escape Artist 	1	=	
Forgery 		0	=	
Gather Information 	0	=	
Handle Animal		3	=	3
Heal 			1	=	
Hide 			1	=	
Innuendo		1	=	
Intimidate 		0	=	
Intuit Direction	2	=	1
Jump 			2	=	
Knowledge (arcana)	0	=	
Knowledge (religion)	0	=	
Knowledge (nature)	0	=	
Knowledge		0	=	
Knowledge		0	=	
Listen 		3	=	2
Move Silently 	3	=	2
Open Lock		2	=	
Perform 		0	=	
Pick Pocket 		1	=	
Profession		1	=	1  Sailor
Profession		0	=	
Read Lips		0	=	
Ride 			7	=	5
Scry 			0	=	
Search 		2	=	2
Sense Motive 		3	=	2
Spellcraft		0	=	
Spot 			3	=	2
Swim  			4	=	1
Tumble 		1	=	
Use Magic Device	0	=	
Use Rope 		3	=	1
Wilderness Lore 	4	=	3

EQUIPMENT:
------------------
Explorers outfit
Leather armor
Steel Buckler
Whip
6 throwing daggers
Backpack
Bedroll
Horse (fenton)
Riding saddle
Saddlebags
Hemp Rope (3 x 10ft)
Long Sword

History:

I grew up in a small village outside the city of Port Khemi, far to the south of Antigrol. Just my father Ered, my mother Maala, myself and my young sister Feeli. It wasn’t much of a village but we called it home. Van Karti was a stern master, but, as long as you pay your tithes and follow The Law, you’ll be all right. My childhood, or at least what I remember of it, was happy. I would go out into my father’s fields and run amongst the waving wheat fields, chasing mice or playing at battles with the feirce crow legions.

When I reached my 15th winter, Ered said it was time for me to learn a trade. I always felt welcome in the outdoors so I chose that of a herder. I thought this would be a fairly simple life, riding a Rowahb through the lands, keeping a lazy eye on the goata or whatever needing looking after.
My trainer, Sherpas, killed that dream the first day. ”Go follow the goata,” he said, ”and find their dried droppings.” ”Why would I...” was as far as I got when I felt a blinding pain in my head. I hadn't even seen his hand move. ”The only answer you should need is ’because you were instructed to’ but, because Ered is a old friend of mine, I will answer your question this once: Dried goata droppings, properly cared for and kept dry, will burn better than the finest wood. On a cold night, it may be all that stands between you and freezing to death.” With that, he kicked me out into the goata fields.

I learned many lessons that year: How to ride, how to track the herd, how to climb the steppes on lookout and, most importantly, how to keep my mouth shut when Sherpas told me to do something. It was nearing my elevation from initiate that the defining moment in my life came.

I was getting ready to be moved to my own herd when the news came, my family had disappeared. Sherpas was nearly as devastated as I was and willingly let me leave to see to my fathers’ land. I rode for days on end to get back home. When I got there, all that was left was a smoldering husk of the house where I grew up. There were no bodies, no animals, no signs of life at all. The only thing I did find was a single right-handprint, apparently left in blood, stamped on the corner of the house. I asked everyone in the village, no one knew anything more than I and no one knew who the handprint might belong to or what it might mean. I went back to Sherpas and he told me that it was my duty to find my family and those who’d destroyed my land. At that point I couldn’t have agreed more.

He sent me to Wearda, a weaponsmaster, who trained me in the basics of swordplay with a battered longsword he had available. I studied arduously, I wanted to be ready when I found the man or men I was looking for. At the end of the season, Wearda gave me enough money to by some basics and my own longsword.

I told him this was more kindness than I had ever expected. Apparently Ered had had more friends than I knew. I rode all over the land trying to find who or what this red right handprint might mean or who it might belong to. Everyone I spoke to said that they knew nothing. Some I suspected knew, but would not tell, even when threatened with my sword. I was making my way tracking other men, while tracking my own, for local sheriffs. Tracking down men who they could not find. It paid enough to keep my belly full and gave me the opportunity to ask about the print. Still, no-one would talk. Eventually I ran low on money and began to despair for my family. I had made it all the way to Antigrol, the great city.
 
Last edited:

Malachi Oruna, Ship's Doctor

Code:
[B]Name:[/B] Malachi Oruna
[B]Class:[/B] Favored Soul (Warrior)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Adonai

[B]Str:[/B] 14 +2 ( 6p.)     [B]Level:[/B] 4        [B]XP:[/B] 6 000
[B]Dex:[/B] 13 +1 ( 5p.)     [B]BAB:[/B] +4         [B]HP:[/B] 31 ([1/2d8]+4d8+10)
[B]Con:[/B] 14 +2 ( 6p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 ( 4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 ( 1p.)     [B]Init:[/B] +5        [B]Spell Save:[/B] -1
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +1    +0    +0    +0    13
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +2          +8
[B]Ref:[/B]                       4    +1          +5
[B]Will:[/B]                      4    +0          +4

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longsword              +8     1d8+3      19-20/x2
Crossbow                  +5     1d8        19-20/x2
Dagger                    +6     1d4+2      19-20/x2
Boot Dagger               +6     1d3+2      19-20/x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] 
Deity's Weapon Focus

Spells:
0 (6/day) -----/-
- Create Water
- Cure Minor Wounds
- Guidance
- Light
- Mending
- Purify Food and Drink

1 (7/day) -----/--
- Bless
- Cure Light Wounds
- Nimbus of Light (Spell Comp 148, CDiv 170)
- Divine Favor

2(4/day) ----
- Aid
- Bear's Endurance
- Divine Insight (Spell Comp 70, CAdv 147)

[B]Feats:[/B] Dodge, Mobility, Weapon Focus (Longsword), Improved Initiative

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  7    +3    +2    +12
Heal                       7    +0          +7
Profession (Sailor)        7    +0          +7
Sense Motive               7    +0          +7
Swim                       4    +2          +6
(see below for untrained)

[B]Equipment:               Cost  Weight[/B]
Sword of Adonai        XXXXgp    4lb
Leather Armor            10gp   15lb
Light Crossbow           35gp    4lb
Bolts (10)                1gp    1lb
Dagger                    2gp    1lb
Rope, Hemp (50')          1gp   10lb
Tinderbox                ??gp   --lb
Boot Dagger               2gp   .5lb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]35.5lb      [B]Money:[/B] 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 22
[B]Height:[/B] 5'9"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tanned
Appearance: Malachi is a man of average height, with striking features. He currently looks like he's been through a lot--because he has. He's fairly young, but his eyes have a new sparkle to him. This is, of course, in stark contrast to the rest of him. While he has a strong build, it supports some pretty shoddy clothes. His clothes look like they've been mended a few too many times. He has had some help from a nice old lady, recently, to make sure he's kept clean, but a deep stain covers a large part of his clothing. While it is all intact, it is also rather worn. He stays strong in mind and keeps an optimistic look on life, and people seem to love him for this.

Background: [sblock=Background]Malachi originally came from a relatively normal family. So he assumes. He didn't know them so well, as he lost contact with them at an early age, but he sees no reason why he shouldn't have come from a normal family. He spent some of his time on the streets, looking for work, when he decided to join a ship. The captain of his original boat put him to work as a deckmate, but he soon showed promise as a healer. Eventually, he became a ship's doctor and found a better job working on the Leviathan's Quarrel under Captain Delroy Konik.

Konik was a very up-and-coming sort of captain who was starting to get some very good deals. His acquisition of a ship doctor meant that he was planning on getting a new, larger, more impressive boat and crew. The crew he had already was well-trained and would serve as senior crew on the new ship. It was on this ship where Malachi met some very good sailors, including his current companion, Wakil. On the way home from a successful trip, a sudden storm came up, and there was nothing anyone could do to save the ship and its crew from the wrath of the sea.

The next time Malachi opened his eyes, he was on sand, timber all around him. He was one of the lucky ones--not many of the crew had survived. Wakil and Konik and two others were the only survivors. Konik had reasoned that they must have been somewhere on the mainland, since that was the closest land mass when the storm hit. So, the set upon travelling inland, trying to find civilization. The trek was long, and there was not enough fresh food or water for the five of them. Onwards they pushed, until their bodies could not handle another step. The world went black again.

This time, though, Malachi had a vision. It was a prince--a king--a deity--greater than any royalty. It was Adonai. During this tribulation, Adonai gave Malachi the strength to summon water and cleanse a carcass for food. Barely, only he and Wakil were able to survive the trek. Malachi still did not know all that Adonai was, but it would now be something he would actively seek and spread.

Eventually, Wakil and Malachi made it to an old lady's house, each of them stronger than when the journey first began, but still yearning for civilization. The lady took them in and took care of them, until hooligans came to attack. Wakil and Malachi easily fended them off, but were now needed to help others in need.[/sblock]
[sblock=Character Info]
[sblock=Divine Insight]Divine Insight
Divination
Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged (D)

Once during the spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends.

You can't have more than one divine insight effect active on you at the same time. [/sblock]
[sblock=Nimbus of Light]Nimbus of Light
Evocation [Light]
Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level or until discharged (D)

A glittering corona of sunlight surrounds your body at a few inches distance--until you release it as a focusd blast of divine energy. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.

As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. As a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 per round that's elapsed since you cast the spell (max of 1d8 + caster level damage). Attacking with the nimbus of light ends the spell, whether the energy hits its target or not.[/sblock]
[sblock=Untrained Skills]
Code:
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   -    +1          +1
Balance (acp)              -    +1    +0    +1
Bluff                      -    +3          +3
Climb (acp)                -    +2    +0    +2
Concentration              -    +2          +2
Craft                      -    +1          +1
Disguise                   -    +3          +3
Escape Artist (acp)        -    +1    +0    +1
Forgery                    -    +1          +1
Gather Information         -    +3          +3
Hide (acp)                 -    +1    +0    +1
Intimidate                 -    +3          +3
Jump (acp)                 -    +2    +0    +2
[b]Listen                     -    +0          +0[/b]
Move Silently (acp)        -    +1    +0    +1
Perform                    -    +3          +3
Ride                       -    +1          +1
[b]Search                     -    +1          +1[/b]
[b]Spot                       -    +0          +0[/b]
Survival                   -    +0          +0
Use Rope                   -    +1          +1
[/sblock]
[sblock=Progression]1: Dodge, Mobility
3: Improved Initiative
6: Force of Personality (Complete Adventurer)
9: Spring Attack
12: Reach Spell?
15: Extend Spell?
18:

0
Create Water
CMW
Mending
Purify Food and Drink
Light
Guidance
Detect Poison
Detect Magic
Resistance
1
Bless
CLW
NoL(CD)
Divine Favor
Shield of Faith
Bless Water
2
Aid
Bear's Endurance
Divine Insight (CAd)
Bull's Strength
Remove Paralysis
Resist Energy
[/sblock]
[sblock=Malachi dreams]
http://www.enworld.org/showpost.php?p=2855296&postcount=496
Malachi is breathing hard. He is in the barren wasteland again, where there is no food, and the only water is the morning dew upon the rocks. Up and up the land stretches before him, up and up, and rocks and dust his only companions. Then, suddenly, Wakil is there beside him and they are standing in front of the opening of a cave, deep and dark. From within, a light begins to grow, golden and inviting. Malachi...Malachi... The voice fills his head and his heart, urging him onward and in. Together, he and Wakil cross the threshold from the brightness of day to the darkness of the cave. But the cave is not dark. The golden light permates the air, filling his vision. His eyes grow sharp and his hearing acute. He can see more detail in the rocks and stone than he has ever seen before. A subliminal rumbling starts at his soles and moves up through his body, buzzing in his ears. Malachi, Malachi... He rounds a corner and the golden light bursts upon him, cascading over him. The cave has opened up, and he is at the edge of a cliff overlooking a beautiful valley of immense breadth and depth. In the golden light, his eyes can make out the details of the needles on the trees across the valley. He can smell the musky scent of the heard of elk moving up the valley floor and hear the babbling stream from which they stop to drink. An eagle soars across the opening of the cave, and in the distance something much larger dives into a pristine lake. Behold the Land, Malachi, the Land created for My People so long ago, and abandoned. There are no People to tend the Land, to hunt the elk or till the soil. There are no People to swim in My streams, to frolic with the water nymphs or race the centuars across the plain. My Land is empty, Malachi, abandoned so long ago by those who became filled with Pride and Greed, who stripped the Land of its riches and beauty. They killed My creatures, they polluted My rivers and streams, they tore down My forests and burned My fields, and so they were pruned from My Garden. But the Land has healed; it has grown, and it is beautiful once again. It is ready and waiting to give Life to a new People. Fill My Land, Malachi. Bring me the poor, the tired, the hungry and downtrodden masses, the unwanted of nations. Fill My Land, from the Eastern Peaks to the Western Slopes, from the Northern Woods to the Southern Passes. Bring the Little Ones unto me, and save my People, Malachi. Set them Free, and send them here to Me, for I am Adonai, and you are my Sword. [/sblock]

[sblock=Dream Discussion][16:18] Jdvn1: Oh, okay. So it's more of a remembrance?
[16:20] mallaksavindica: Yeah, it's more of a remembrance--but, like you pointed out, Malachi and Wakil shared the same remembrance.
[16:21] mallaksavindica: I hope, as a remembrance, it gels with what you and Luke had in mind.
[16:22] Jdvn1: It does for me, but it still doesn't answer a lot of questions about who Adonai is, and what kind of deity Adonai is, and what beliefs we are to follow.
[16:32] mallaksavindica: No, it doesn't, but it's starting to set down some guidelines. For one thing, the voice is undeniably benevolent and good. If Malachi wishes to know more, perhaps he should ask Adonai. Perhaps he already has. In either case, I'm in the process of getting all the documents put together in proper fashion. As for what "beliefs" you are to follow, I'm not entirely certain what you mean. As a fledgling religion, there are no rituals or practices put in place. It is up to Malachi and Wakil to shape the beliefs of this religion, and they may have to do it with very little guidance. Obviously, protection of the weak and respect for nature are major tenets. Humility and Generosity seem a part as well (they are the opposites of Pride and Greed). What else can we discern from Adonai's little speech in the valley, hm?
[16:37] Jdvn1: He sees all people as the same.
[16:37] Jdvn1: Or, at least, he does not distinguish between poor people.
[16:38] Jdvn1: He doesn't seem to care one way or another for kind but rich people.
[16:39] Jdvn1: Because his land has water nymphs, and nymphs play pranks, there is place for a sense of humor. He has, apparently, forgiven the poeple who destroyed his land, so he's not entirely Lawful.
[16:40] Jdvn1: A strict reading may imply that Adonai is concerned with having too many elk.
[16:41] mallaksavindica: Heh...But obviously, as you've noted, Adonai is not overly strict.
[16:43] mallaksavindica: Listening closely, you may have realized that everyone, in their own way, might be classified as poor, tired, hungry, downtrodden, or unwanted, so in a way (as Malachi has rightfully been proceeding), Adonai is concerned for the welfare of all people.[/sblock]
[/sblock]
[sblock=Malachi Oruna, Level 1]
Code:
[B]Name:[/B] Malachi Oruna
[B]Class:[/B] Favored Soul (Warrior)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Adonai

[B]Str:[/B] 14 +2 ( 6p.)     [B]Level:[/B] 1        [B]XP:[/B] 500
[B]Dex:[/B] 13 +1 ( 5p.)     [B]BAB:[/B] +1         [B]HP:[/B] 14 ([1/2d8]+1d8+2)
[B]Con:[/B] 14 +2 ( 6p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 ( 4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B]  9 -1 ( 1p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] -1
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +0    11
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2          +6
[B]Ref:[/B]                       2    +1          +3
[B]Will:[/B]                      2    -1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longsword              +4     1d8+3      19-20/x2
Crossbow                  +2     1d8        19-20/x2
Dagger                    +3     1d4+2      19-20/x2
Boot Dagger               +3     1d3+2      19-20/x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] 
Spells:
0 (5/day) -----
- Create Water
- Cure Minor Wounds
- Light
- Mending

1 (4/day) ----
- Bless
- Cure Light Wounds
- Nimbus of Light

[B]Feats:[/B] Dodge, Mobility

[B]Skill Points:[/B] 20       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  4    +3          +7
Heal                       4    -1          +3
Profession (Sailor)        4    -1          +3
Sense Motive               4    -1          +3
Swim                       4    +2          +6

[B]Equipment:               Cost  Weight[/B]
Sword of Adonai        XXXXgp    4lb
Light Crossbow           35gp    4lb
Bolts (10)                1gp    1lb
Dagger                    2gp    1lb
Rope, Hemp (50')          1gp   10lb
Tinderbox                ??gp   --lb
Boot Dagger               2gp   .5lb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]20.5lb      [B]Money:[/B] 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 22
[B]Height:[/B] 5'9"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tanned
[/sblock]
[sblock=Malachi Oruna, Level 2]
Code:
[B]Name:[/B] Malachi Oruna
[B]Class:[/B] Favored Soul (Warrior)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Adonai

[B]Str:[/B] 14 +2 ( 6p.)     [B]Level:[/B] 2        [B]XP:[/B] 1 000
[B]Dex:[/B] 13 +1 ( 5p.)     [B]BAB:[/B] +2         [B]HP:[/B] 20 ([1/2d8]+2d8+4)
[B]Con:[/B] 14 +2 ( 6p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 ( 4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B]  9 -1 ( 1p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] -1
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +1    +0    +0    +0    13
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2          +7
[B]Ref:[/B]                       3    +1          +4
[B]Will:[/B]                      3    -1          +2

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longsword              +5     1d8+3      19-20/x2
Crossbow                  +3     1d8        19-20/x2
Dagger                    +4     1d4+2      19-20/x2
Boot Dagger               +4     1d3+2      19-20/x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] 
Spells:
0 (6/day) -----/-
- Create Water
- Cure Minor Wounds
- Light
- Mending
- Purify Food and Drink

1 (5/day) -----
- Bless
- Cure Light Wounds
- Nimbus of Light

[B]Feats:[/B] Dodge, Mobility

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  5    +3          +8
Heal                       5    -1          +4
Profession (Sailor)        5    -1          +4
Sense Motive               5    -1          +4
Swim                       4    +2          +6
(see below for untrained)

[B]Equipment:               Cost  Weight[/B]
Sword of Adonai        XXXXgp    4lb
Leather Armor            10gp   15lb
Light Crossbow           35gp    4lb
Bolts (10)                1gp    1lb
Dagger                    2gp    1lb
Rope, Hemp (50')          1gp   10lb
Tinderbox                ??gp   --lb
Boot Dagger               2gp   .5lb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]35.5lb      [B]Money:[/B] 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 22
[B]Height:[/B] 5'9"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tanned
[/sblock]
[sblock=Malachi Oruna, Level 3]
Code:
[B]Name:[/B] Malachi Oruna
[B]Class:[/B] Favored Soul (Warrior)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Adonai

[B]Str:[/B] 14 +2 ( 6p.)     [B]Level:[/B] 3        [B]XP:[/B] 3 000
[B]Dex:[/B] 13 +1 ( 5p.)     [B]BAB:[/B] +3         [B]HP:[/B] 25 ([1/2d8]+3d8+8)
[B]Con:[/B] 14 +2 ( 6p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 ( 4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B]  9 -1 ( 1p.)     [B]Init:[/B] +5        [B]Spell Save:[/B] -1
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +1    +0    +0    +0    13
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2          +7
[B]Ref:[/B]                       3    +1          +4
[B]Will:[/B]                      3    -1          +2

[B]Weapon                  Attack   Damage     Critical[/B]
+1 Longsword              +7     1d8+3      19-20/x2
Crossbow                  +4     1d8        19-20/x2
Dagger                    +5     1d4+2      19-20/x2
Boot Dagger               +5     1d3+2      19-20/x2
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] 
Deity's Weapon Focus

Spells:
0 (6/day) +++++/+
- Create Water
- Cure Minor Wounds
- Light
- Mending
- Purify Food and Drink

1 (6/day) +++++/-
- Bless
- Cure Light Wounds
- Nimbus of Light
- Divine Favor

[B]Feats:[/B] Dodge, Mobility, Weapon Focus (Longsword), Improved Initiative

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  6    +3    +2    +11
Heal                       6    -1          +5
Profession (Sailor)        6    -1          +5
Sense Motive               6    -1          +5
Swim                       4    +2          +6
(see below for untrained)

[B]Equipment:               Cost  Weight[/B]
Sword of Adonai        XXXXgp    4lb
Leather Armor            10gp   15lb
Light Crossbow           35gp    4lb
Bolts (10)                1gp    1lb
Dagger                    2gp    1lb
Rope, Hemp (50')          1gp   10lb
Tinderbox                ??gp   --lb
Boot Dagger               2gp   .5lb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]35.5lb      [B]Money:[/B] 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 22
[B]Height:[/B] 5'9"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Tanned
[/sblock]
 
Last edited:

Into the Woods

Remove ads

Top