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The Coldlands War: Character Thread
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<blockquote data-quote="Imerak" data-source="post: 1809605" data-attributes="member: 9638"><p>Arkamarr</p><p>3rd-level Coldlands Orc Cleric</p><p>XP:3000/6000</p><p>Diety:Lisylla (Elendist)</p><p>Alignment:Chaotic Neutral</p><p></p><p>Strength 14</p><p>Dexterity 10</p><p>Constitution 13</p><p>Intelligence 12</p><p>Wisdom 14</p><p>Charisma 12</p><p>Perception 9</p><p></p><p>Modified Stats:</p><p>Base Attack Bonus:+2</p><p>Armour Class:17, touch 10, flat-footed 17</p><p>Fortitude Save:+4 (+3 base, +1 Con)</p><p>Reflex Save:+1 (+1 base)</p><p>Will Save:+5 (+3 base, +2 Wis)</p><p>Hit Points:23</p><p>Initiative:+0</p><p>Spell Save DC: 12 + spell level</p><p></p><p>Skills:</p><p>Knowledge (religion) +7 (6 ranks, +1 Int)</p><p>Knowledge (regional) +4 (3 cross-class ranks, +1 Int)</p><p>Survival +5 (3 cross-class ranks, +2 Wis)</p><p></p><p>Feats & Special Abilities:</p><p>Track</p><p>Brew Potion</p><p>Rebuke Undead 4/day</p><p>Turn Water Elementals 4/day</p><p>Rebuke Fire Elementals 4/day</p><p>Cast Inflict spells spontaneously</p><p></p><p>Spells per Day:5/3+1(domain)/2+1(domain)</p><p>Typical Spell Preparation:</p><p>0:<em>cure minor wounds, detect magic, create water, light, detect poison</em></p><p>1rst:<em>cure light wounds, endure elements, command, burning hands</em></p><p>2nd:<em>cure moderate wounds, bull's strength, shatter*</em></p><p>*+1 caster level</p><p></p><p>Weapons:</p><p>Medium Battleaxe +4 (+2 BAB, +2 Str) 1d8+2 Crit x3</p><p>Medium Longbow +2 (BAB) 1d8 Crit x3 Ammo:40 arrows</p><p></p><p>Armour:</p><p>+1 Splint Mail</p><p></p><p>Other Posessions:</p><p>Backpack with 10 days iron rations, flint & steel, tent, soap, 50 ft. length of hempen rope, and bedroll</p><p>Everburning Torch</p><p>Potion of <em>bear's endurance</em></p><p>Wand of <em>cure light wounds</em> (34 charges)</p><p></p><p>Money:</p><p>244pp, 6gp, and 6sp in Coldlands notes</p><p></p><p>Appearance:Akamarr looks like your regular Coldlands orc, if a bit rougher around the edges. His pale grey skin is of a darker than usual hue, and his braided black hair is usually dirty. On the right side of his stomache he carries a scar from a previous battle.</p><p></p><p>Personality:Akamarr is a complete pragmatist. He sees things--even people--as only objects, to be discarded if they cease being useful. He is not cold-hearted: he understands that others have their own needs, but simply does not see why he should hurt himself to help others. Akamarr loves the convinience of the Coldlands machines, but is wary of the area's beliefs around law and order. His distrust of magic and psionics is growing, due to his environment. Overall, Akamarr is a rough soul and a fierce arguer.</p><p></p><p>Background:Akamarr grew up with a tribe of Coldlands orc, who managed to make do in the harsh lands. When he was an adolescent, he was seperated from his tribe and forced to survive in the depths of winter alone. He made it through a few days, but game was scarce and the cold biting. He fell asleep, hungry, and had a vision of the fire goddess Lisylla. From this, he woke up from what may have otherwise been his final sleep, and strode on with new resolve. He survived through the winter, and became a savage, roaming the land, searching for salvation. Along the way, he learned the worship of Lisylla through visions and one cleric he met on the road. After a year and a half of living this way, he stumbled upon the city of Cwolyn and joined civilization. Though he found their order stifling, he was amazed at the power of technology. He tried to find employment, but was laughably inexperienced and ended up as poor as he came in. He left, but a week later the government caught up with him and, evaluating him as an "adventurer", drafted them for Coldlands defense.</p></blockquote><p></p>
[QUOTE="Imerak, post: 1809605, member: 9638"] Arkamarr 3rd-level Coldlands Orc Cleric XP:3000/6000 Diety:Lisylla (Elendist) Alignment:Chaotic Neutral Strength 14 Dexterity 10 Constitution 13 Intelligence 12 Wisdom 14 Charisma 12 Perception 9 Modified Stats: Base Attack Bonus:+2 Armour Class:17, touch 10, flat-footed 17 Fortitude Save:+4 (+3 base, +1 Con) Reflex Save:+1 (+1 base) Will Save:+5 (+3 base, +2 Wis) Hit Points:23 Initiative:+0 Spell Save DC: 12 + spell level Skills: Knowledge (religion) +7 (6 ranks, +1 Int) Knowledge (regional) +4 (3 cross-class ranks, +1 Int) Survival +5 (3 cross-class ranks, +2 Wis) Feats & Special Abilities: Track Brew Potion Rebuke Undead 4/day Turn Water Elementals 4/day Rebuke Fire Elementals 4/day Cast Inflict spells spontaneously Spells per Day:5/3+1(domain)/2+1(domain) Typical Spell Preparation: 0:[i]cure minor wounds, detect magic, create water, light, detect poison[/i] 1rst:[i]cure light wounds, endure elements, command, burning hands[/i] 2nd:[i]cure moderate wounds, bull's strength, shatter*[/i] *+1 caster level Weapons: Medium Battleaxe +4 (+2 BAB, +2 Str) 1d8+2 Crit x3 Medium Longbow +2 (BAB) 1d8 Crit x3 Ammo:40 arrows Armour: +1 Splint Mail Other Posessions: Backpack with 10 days iron rations, flint & steel, tent, soap, 50 ft. length of hempen rope, and bedroll Everburning Torch Potion of [i]bear's endurance[/i] Wand of [i]cure light wounds[/i] (34 charges) Money: 244pp, 6gp, and 6sp in Coldlands notes Appearance:Akamarr looks like your regular Coldlands orc, if a bit rougher around the edges. His pale grey skin is of a darker than usual hue, and his braided black hair is usually dirty. On the right side of his stomache he carries a scar from a previous battle. Personality:Akamarr is a complete pragmatist. He sees things--even people--as only objects, to be discarded if they cease being useful. He is not cold-hearted: he understands that others have their own needs, but simply does not see why he should hurt himself to help others. Akamarr loves the convinience of the Coldlands machines, but is wary of the area's beliefs around law and order. His distrust of magic and psionics is growing, due to his environment. Overall, Akamarr is a rough soul and a fierce arguer. Background:Akamarr grew up with a tribe of Coldlands orc, who managed to make do in the harsh lands. When he was an adolescent, he was seperated from his tribe and forced to survive in the depths of winter alone. He made it through a few days, but game was scarce and the cold biting. He fell asleep, hungry, and had a vision of the fire goddess Lisylla. From this, he woke up from what may have otherwise been his final sleep, and strode on with new resolve. He survived through the winter, and became a savage, roaming the land, searching for salvation. Along the way, he learned the worship of Lisylla through visions and one cleric he met on the road. After a year and a half of living this way, he stumbled upon the city of Cwolyn and joined civilization. Though he found their order stifling, he was amazed at the power of technology. He tried to find employment, but was laughably inexperienced and ended up as poor as he came in. He left, but a week later the government caught up with him and, evaluating him as an "adventurer", drafted them for Coldlands defense. [/QUOTE]
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