The Forgotten Forge Recruiting


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Ok all changed, let me know if i missed anything :)
[sblock=Thalmarose Oberith]Thelmarose Oberith is for lack of a better word, a shlub. The definitive stick in the mud, and harbinger of doom and gloom, he has absolutely no confidence in his spell casting ability (although he still uses them to devastating effect). He does however take some small pride in his martial prowess. Having worn out his welcome with his own family, it was suggested that travel could expand his horizons.

Code:
Name: [COLOR=Magenta]Thelmarose Oberith[/COLOR]
Class: wizard (Evoker) 1	
Race: Elf
Size: M
Gender: Male
Alignment: N
Deity:  

Str: 13 +1	Level: 1	XP: 0
Dex: 18 +4	BAB: +0		HP: 8 (1d4+1, +3 from toad)
Con: 12 +1	Grapple: +0	
Int: 18 +4	Speed: 30'	Stat Increases:
Wis: 10 +0	Init: +4		Spell Save: 
Cha:  10 +0	ACP: 0		Spell Fail: 0

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+0/4	+0/4	+4	+0	+0	+0	14/22
Touch:	14	Flatfooted: 10

Action Points: 1
Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+1	+0	+1	--
Ref:	+4	+0	+4	--
Will:	+2	+2	--	--

Weapon			Attack	Damage	Critical	Range
Longbow  		+4	1d8+0	20/x3      	100 ft.
Rapier			+1	1d6+1	18-20/x2 	--- 
Dagger    		+1/+4	1d4+1	19-20/x2 	10 ft
Notes: Evocation save DCs +1.

Languages: Common, Elven, Hafling, Gnome, Goblin,  Orc

Abilities: 
(will change Asterisk to [COLOR=Magenta]magenta[/COLOR] as I cast my spells)

[COLOR=Magenta]Spells[/COLOR] 3+1 / 2+1
Lvl 0: Acid Splash*, Detect Magic*, Ray of Frost*, light*
Lvl 1: Shield*, Mage Armor*, Identify, Magic Missile, Burning Hands*, Feather Fall, Magic Weapon
Specialized in Evocation (prohibited schools: Enchantment & Necromancy)

Elf Traits:
+2 dex, -2 con
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
Elf base land speed is 30 feet. 
Martial Weapon Proficiency with longsword, rapier, longbow & shortbow 
+2 racial bonus on search, spot & listen checks
Lowlight vision 
Immunity vs magic sleep effects
+2 save vs enchantments

Feats:  Aberrant Dragonmark (Produce Flame), Scribe Scroll (Bonus - wizard), Alertness (Bonus - familiar)

Familiar: Toad in Familiar pouch under backpack
Skill Points: 24	Max Ranks: 4/2
Skills		Total	Ranks	Stat	Misc
Concentration  	+5	4	+1	--
Craft-scribe	+5	1	+4	--
Decipher Script	+5	1	+4	--
Know-Arcana	+5	1	+4	--
Know-Planes   	+5	1	+4	--
Know-Nature	+5	1	+4	--
Know-Nob&Roy 	+5	1	+4	--
Search		+10	4	+4	+2
Spot		+8	4	+0	+4
Listen        	+8	4	+0	+4
Spellcraft	+8	2	+4	+2

Gear: 120g			cost	weight
Silver Dogwood Longbow 	75g	3
Quiver X2			2g	6
Dagger				2g	1
Rapier				20g	2
Backpack w/familiar pouch	5g	2
Waterskin			1g	4
Artisans outfit			1g	4
Rope hemp 50 ft			1g	10
Spell component pouch		5g	2
Trail rations X4			2g	4

Total Weight:38lb	Money: 6gp 20sp 0cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	38	76	115	230	575

Age: 110
Height: 6'1"
Weight: 155
Eyes: Amber
Hair: Silver
Skin: Pale
Thalmarose's deeply hooded golden cloak has seen better days and his dusty silver robe seems almost tarnished, but they still accent his long spun-silver hair and amber eyes quite well as he pulls back the hood revealing his very long and pale ears. The silver ashwood bow that he has had bent over his shoulder the entire trip, along with the delicate rapier at his belt are in prestine condition and obviously his prized possesions. His hair is kept off his face by a series of ornate knots and braided with fine honey colored leather laces. It then flows flawlessly down his back in a cascade to just above his waist.[/sblock]
 
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My first set of stats was too low—no stat above 13 and a net mod of -2.
The second set was slightly better.

About done with the sheet.
Background to be written up a bit later. I'm thinking a warforged made shortly before the end of the war for a Brelish unit. Called "Unit C" as the third warforged in the unit. Possibly, the treaty was signed before he ever saw battle. If it didn't, he only fought in the war a few times. Since they already know each other, perhaps the other PCs have already come up with a better name for him?
 

Character sheet, 020608

Ro’garth Hafülfen
Neutral Good
Shifter Druid (racial substitution) 1st - RoE pg 126

Move 20 ft. due to medium armor, Init +3, BAB +0, Grapple +2

Hp 10
AC: 18, flat footed 15, touch 13
Fort +4, Ref +3, Will +4

http://invisiblecastle.com/roller/view/1483660/
Str 16, Dex 16 (14), Con 15, Int 12 (14), Wis 15, Cha 9 (11)

Attack: +3 melee or ranged with any of the weapons below
Full Attack (when shifting only): +4 scimitar (1d6+4) and -1 bite (1d6+2)

Racial Abilities: Longtooth traits (1/day, +2 str, 1d6 bite w/ -5 attack as secondary attack, 9 rounds), Skill Bonuses (+2 balance, climb, jump), Low Light Vision.

Class Abilities: Druid Spells, Spontaneous Summon Nature’s Ally Spells, Nature Sense, Wild Empathy (+druid level to diplomacy checks versus animals), Beast Spirit (alertness, shifting +2 rounds, Feral empathy +4 on wild empathy or handle animal versus wild animals).

Skills (armor check -5*): Balance* +1 (1), Climb* +0 (0), Craft +1 (0), Concentration +3 (1), Diplomacy +0 or +1 or +5 (1), Handle Animal +0 or +4 (1), Heal +3 (1), Jump* +4 (4), Knowledge (Nature) +7 (4), Listen +4 (0), Ride +3 (0), Spellcraft +2 (1), Spot +8 (4), Survival 3 (1), Swim** -6 (1).

Feats: AlertnessB, Shifter Ferocity.

Languages: Common, Druidic, and Sylvan.

Item (70 total to spend = 66.3): heavy wooden shield, hide armor, scimitar, sling (10 bullets), short spear, scroll of cure light wounds, flint and steel, fishing line and hook, torches (10), hemp rope, 3 gp, 7 sp.

Spells: Detect Magic, Cure Minor, (x2); Cure Light Wounds, Entangle.

Background:
Rogarth is a drifter, born to the feral and barbaric Druidess, Yagna, he was abandoned to be raised by a gentle and kind group of Brelish monks. When he was old enough he took the last name of his hero, Hafulfen, believing that they might be brothers since they looked so similar. He had read about Hafulfen's exploits in the Lhazzar principalities and had become immediately engaged in lore regarding the shifter pirate. Thus he left the remote monks behind and journeyed toward civilization set upon making his fortune. Along the way he heard the voice of his Beast spirit, Kesagake, tugging him back to the wild. Postponing his goals for the time, he explored the wilderness of Korvaire and has become enamored with the diversity and richness of the continent's beauty. Now back on the path to civilization he brings with him a natural ferocity that drives him away from most people but ever onward to adventure.
 
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This was suprisingly short...

Kim Kim
Female goblin rogue 1
LN humanoid (goblinoid)
Init +3 Senses Darkvision 60 ft, Trapfinding; Listen +2, Spot +2
Languages Common, Goblin

AC 16 (+1 size, +3 Dex, +2 armor), Touch 14, Flat-Footed 13
hp 7 (1 HD)
Fort +1, Ref +5, Will -2

Speed 30 ft. (6 squares)
Melee shortsword +1 (1d4)
Ranged shortbow +1 (1d4)
Base Atk +0; Grp -4
Special Atk Sneak attack +1d6

Abilities Str 10, Dex 17, Con 12, Int 11, Wis 6, Cha 8
Feats Stealthy
Skills Balance +7 [4 ranks], Disable Device +4 [4 ranks], Hide +13 [4 ranks], Listen +2 [4 ranks], Move Silently +13 [4 ranks], Open Lock +7 [4 ranks], Ride +7 [-], Search +4 [4 ranks], Spot +2 [4 ranks]
Possessions leather armor (10 gp), shortsword (10 gp), shortbow (30 gp), dagger (2 gp), backpack (2 gp), arrows x20 (1 gp), thieves tools (30 gp), Acid Flask (10 gp), Alchemists fire (20 gp), 10 gold coins

History
Kim Kim was born in Lower Durah tower in Sharn. Or at least, that's what she was told. She never really raised any questions about it. Kim Kim never really raised many questions about anything.

Her brothers thought she was dumb, always falling for every trick and every trip. In certain ways, they were right. Kim's a little dense in certain ways. She's pliable and open minded, so just about anything one can say to her seems believable. Because of this, she's overly trusting, even of outsiders. She's a little less dense when it comes to thinking things through on her own though, so she's a little more astute than most give her credit.

Kim Kim became an amateur lock-pick and tinkerer. She never learned how to pick pockets like the other girls. Either way, Kim follows her own code about work. If she's supposed to do a job, she'll do everything she can so long as it doesn't break from her personal code: Never steal from an employer. Never kill someone that can't do any harm. Never steal from a good priest. Only take that which you can carry. Always carry a knife. Remember the rule of eights. Always check for traps. Never dance in public if you can avoid it. And the list goes on.

Actually, you can probably sumarize Kim by her constant yammering about codes of conduct, often with conflicting interests. It's a self defense she's built up to cover up her extremely gullible nature. She'll take on any job, that she can come up with some codified reason to follow, but she has a bent towards only working with people that don't take advantage of her weakness.
 
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