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Topic Subject: Final Characters for the Giant Trilogy
posted 12-23-04 09:57 AM EDT (US)   
When you think you character sheet(s) are ready please post it here.

Please don’t make any other posts in this tread than your character sheet.

Any instructions I will have to give I will give by editing this post.

When Changes are needed to your character (for example when your character is levelling up) please edit your post instead of making a new one.

Everyone: It is time for everyone to assign some skill points.
A skill point assigned to a class skill will increase that skill with 1 point.
A skill point assigned to a cross class skill (any skill that is not a class skill) will increase that skill with ½ point.
You can only assign 4 + your class level to a skill (7 skill points for those that are level 4, 6 for those that are level 3)

I think we should add speed to the character sheets…

Nirvanaholic : Ramsees has 42 skill points and your class skills are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

You need to pick 3 feats (Bluff, Disguise and Appraise are skills not feats)

Your abilities should look like this:
Abilities:
Strength: 8 (-1)
Dexterity: 12 (+1)
Wisdom: 16 (+3)
Intelligence: 18 (+4)
Constitution: 13 (+1)
Charisma: 11 (+0)

Your AC is 11 (10 +1 dex)

You should also clarify if the summon monster spell you know is a summon monster I or summon monster II or both.

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet


ShadowKin:
Speed:

Sul:

Eros:

Rainbowdragon:

Beren:
Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Bearclaw:

Roadamer:

Ayuth below are you speed and your skills modified by abilities and synergy, you can also add one more ability point (the one you would have got when becoming a level 4 character) You may want to add it to wisdom as many of your skills suffer from your low wisdom. Remember to adjust your skills and saves if you increase your wisdom (or saves and AC if you increase your dexterity).

Speed:
Base speed (move action) 40 feet, 150 feet when flying
Double move (full round action) 80 feet, 300 feet when flying
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 80 feet, 300 feet when flying
Run (move action, move in straight line only, no dex bonus to AC) 80 feet, 300 feet when flying
Run (full round action, move in straight line only, no dex bonus to AC) 160 feet, 600 feet when flying

Skills:
Spellcraft: +9 (6 rank +1 Int +2 synergy from Knowledge (Arcana))
Concentration: +4 (5 rank -1 Wis)
Spot: +10 (7 rank -1 Wis +4 race)
Knowledge (Arcana) : +8 (7 rank +1 Int)
Listen: +10 (7 rank -1 Wis +4 race)
Sense Motive: +3 (4 rank -1 Wis)
Intimidate: +5 (2 rank +3 Cha)
Search: +8 (3 rank +1 Int +4 race)


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 05-12-2005 @ 08:51 AM).]

Replies:
posted 12-23-04 11:10 AM EDT (US)     1 / 18  
Ramsees

Race: Human
Class: level 4 Wizard
Character level 4
Characters languages: Sinadrin, Common

Abilities:
Strength: 8 (-1)
Dexterity: 11 (+1)
Wisdom: 16 (+3)
Intelligence: 18 (+5)
Constitution: 13 (+1)
Charisma: 11 (+0)

HP 20 (4x4 class + 1x4 Constitution)
AC 10

Saves:
Reflex: 1 (1 class)
Fortitude: 2 (1 class + 1 Constitution)
Will: 7 (4 class + 3 Wisdom)

Feats:
Scribe scroll (bonus feat)
Bluff
Disguise
Appraise

Equipment:
Magical gnarled ashwood staff used in the casting of some spells, 2 lembas.
Spell book

Attack bonus:
Ashwood staff: +1 (2 base – 1 strength)
Touch attack: +1 (2 base – 1 strength)
Ray (ranged touch attack): +2 (2 base)

Damage:
Ashwood staff: 1D6 -1


Special Abilities:

Race:
One extra feat

Class:
Summon familiar,
Scribe Scroll

Spells per day:
Level 0: 4
Level 1: 4
Level 2: 3

Known spells:
All level 0 spells;
Detect Secret Doors;
Unseen Servant;
Burning hands;
True Strike;
Color Spray;
Reduce;
Magic Missile;
Message;
Detect Undead;
Mount;
Fog Cloud;
Summon Swarm;
Summon Monster;
See Invisibility;
Rope Trick;
Darkness;
Blindness;


"The intensity, the aggression, the hatred. You could just hear a lead singer scream at the top of his lungs. I felt that way. I wanted to smash things."
-Kurt Cobain
My Rock Forums

[This message has been edited by Nirvanaholic (edited 02-19-2005 @ 09:12 AM).]

posted 12-23-04 11:33 AM EDT (US)     2 / 18  
Lighthawk

Race: Elf
Class: level 2 druid / level 1 ranger / level 1 sorcerer
Character level 4
Characters languages: Elven, Sylvan, Halfling, Druidic and common
Alignment: Neutral Good

Abilities:
Strength: 12 (+1)
Dexterity: 16 (+3)
Wisdom: 17 (+3) +2(amulet)=19 (+4)
Intelligence: 12 (+1)
Constitution: 8 (-1)
Charisma: 14 (+2)

HP 24 (8x2 class + 8 x 1 class + 4x1 class – 1x4 constitution)
AC 13 (10 + 3 dexterity)

Saves:
Reflex: 5 (2 class + 3 dexterity)
Fortitude: 4 (3 class + 2 class – 1 constitution)
Will: 9 (3 class + 2 class + 4 Wisdom)

Feats:
Brew potion
Spell Focus (conjuration).

Equipment:
+1 Magic longbow, 5 +1 magic arrows, 32 normal arrows, +1 Druid staff, masterwork shot elven blade, dagger, a few gold and silver coins (worth 8 gold), cloak of elvenkind, Belt with lots of small pouches containing herpes, berries and seeds for use in spells and potions, small kettle and some small vials made of horn. Amulet of Wisdom +2, Wand of magic missiles (unknown number of charges, roll 1d30 when fired, roll of 1 = no more charges left)

Attack bonus
+1 longbow: +6 (1 class + 1 class + 3 dexterity + 1 magic), +7 with +1 magic arrows
+1 Staff: +4 (1 class + 1 class + 1 strength + 1 magic)
Masterwork shot elven blade: +4 (1 class + 1 class + 1 strength + 1 masterwork)
Dagger: +3 (1 class + 1 class + 1 strength)
Touch attack: +3 (1 class + 1 class + 1 strength)
Ray (ranged touch attack): +5 (1 class + 1 class + 3 dexterity)

Damage:
+1 longbow: 1d8+1, 1D8+2 with +1 magic arrows Critical: 20/x3
+1 Staff: 1D6+2 (1 strength + 1 magic) Critical: 20/x2
Masterwork shot elven blade: 1D6+1 Critical: 19–20/x2
Dagger: 1D4+1 Critical: 19–20/x2

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class (druid):
Animal companion
Nature sense (+2 bonus on Knowledge (nature) and Survival checks.)
Wild empathy +7 (2 class + 1 class + 2 cha + 2 synergy)
Woodland stride

Spells per day: (spells must be prepared when resting)
Level 0: 4
Level 1: 3

Known spells:
All level 0 and 1 spells

Class (ranger):
1st favored enemy: Humanoid (Orc)
Track
Wild empathy +7 (2 class + 1 class + 2 cha + 2 synergy)

Class (sorcerer):
Familiar

Spells per day:
Level 0: 5
Level 1: 4

Known spells:
Level 0: Acid Splash, Ray of Frost, Disrupt Undead, Read Magic
Level 1: Mage Armor, Shield, Grease, Colour Spray

Other:
Improved emphatic link with Fenris

Skills:

36 points
Concentration 1 + 4 = 5, Climb 1 + 3 = 4, Diplomacy 1 + 2 = 3, Handle Animal 5 + 2 = 7, Heal 2 + 4 = 6, Hide 4 + 3 + 5 (item) = 12, Knowledge (nature) 2 + 1 + 2(druid) = 5, Listen 3 + 4 + 2(race) = 9, Move Silently 4 + 3 = 7, Search 3 + 1 + 2(race) = 6 ,Spot 3 + 4 + 2 (race) = 9 , Survival 2 + 4 + 2(druid) = 8, Swim 1 + 3 = 4, Spellcraft 2 + 1 = 3, Tumble(CC) 1 + 3 = 4

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet


Description:
Lighthawk's father was a wood elf and his mother was a noble sun elf (and a skilled sorceress) They both died in an accident when Lighthawk was young. After that he lived a few years with his mothers family, but he did not feel that he belonged there (they had never approved of his mothers marriage), so he left to find he's fathers people. After years of adventuring he did find his fathers people, and he studied for 8 years as a druid with his grand father. But he started to become more and more restless and and in the end he started adventuring again. He has now been adventuring for 35 years, with only a year or two of rest now and then with his fathers people. For and elf he has little patience, and he is often called "the restless elf" by his own people.
Lighthawk has inherited a high affinity for magic from his mother, but he has never had patience enough to become the great sorcerer, he could have been. On his many adventures he has picked up quite some low level spells though, so he knows more spells then the average low level sorcerer.
By his fathers people he has also learned some basic ranger skills, and he is quite good with his magic longbow.
He is a little above average height for an elf, he has light half-long hair and green eyes. He is somewhat lightly build and not very strong, but he is quite agile and dexterous (even for an elf) and can run for long distances without getting tired.
He prefer to not get into hand to hand fights, but If forced to do so, he can defend himself well enough using his (magic) druid staff or his shot elven blade.

For the last 9 years he have had an animal companion, a large wolf called Fenris. Fenris is quite intelligent and can carry out quite complicated orders. Over the years they have developed a quite strong empathic link, and when Lighthawk concentrate, he can "see what the wolf sees".


Fenris

Race/class: Wolf
Hit Dice: 2

Abilities:
Strength: 14 (+2)
Dexterity: 15 (+2)
Wisdom: 12 (+1)
Intelligence: 4 (-3)
Constitution: 16 (+3)
Charisma: 6 (-2)

Fenris is lager than an average wolf so he has +1 strength and +1 constitution. He is also quite intelligent for a wolf so he also has +2 intelligence.

HP: 22 (8x2 HD + 3x2 constitution)
AC 14 (10 + 2 natural armor + 2 dexterity)

Saves:
Reflex: 5
Fortitude: 6
Will: 1
Feats:
Track
Weapon Focus (bite)

Attack bonus
Bite: +4 (1 class + 1 feat + 2 strength)

Damage:
Bite: 1D6+3 Critical: 20/x2

Special Abilities:
Trip (ex) (successful bite allow free trip attempt)
Low-light vision
Scent
Link
Share spells

Skills:

Hide 3, Listen 8, Move Silently 5, Spot 3, Survival 2 (5 when tracking by scent)(I have increased some skills for Fenris that I think was too low for a wolf)

Speed:
Base speed (move action) 50 feet
Double move (full round action) 100 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack, -2 AC) 100 feet
Run (move action, move in straight line only, no dex bonus to AC) 100 feet
Run (full round action, move in straight line only, no dex bonus to AC) 200 feet


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 12-03-2005 @ 11:08 PM).]

posted 12-24-04 06:09 AM EDT (US)     3 / 18  
Myroj'Hizlk
Qu'el'velguk (House Assassin)


Race: Drow (+1 level adjustment)
Class: level 3 Assassin
Character level 4
Alignment: Neutral Evil
Characters languages: Common, Dark-Elf, Orc, Abyssal, Undercommon, Drow Sign Language.

Abilities:
Strength: 16 (+3) +2 = 18(+4)
Dexterity: 18 (+4) +2 =20(+5)
Wisdom: 9 (-1) +1 = 10(+0)
Intelligence: 13 (+1) +2 =15(+2)
Constitution: 11 (+0)
Charisma: 8 (-1)

HP: 18 (3x6)
AC: 17 (10 + 2 armor + 5 dexterity)

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Saves:
Reflex: 8 (3 class + 5 dexterity)
Fortitude: 1 (1 class)
Will: 1 (1 class)

Feats:
Weapon focus dagger
Weapon focus short sword

Equipment:
+2 Poisoned Dagger (Paralytic Poison)
Short Sword of Mirakuss'Phing (+4 Sword, + 10% chance of Level drain per hit)
Snakes Leather (Leather coated in Snake Scales, Poison Immunity)
Mysterious Brooch: (Special. Player/DM only knowledge)

Attack bonus:
Mirakuss'Phing: +11 (2 base + 4 strength + 1 feat + 4 magic)
+2 Poisoned Dagger: +9 (2 base + 4 strength + 1 feat + 2 magic)
Attacking with both weapons in one round with Mirakuss'Phing in main hand: Main hand +5 off hand -1

Damage:
Mirakuss'Phing: 1D6+8 (4 magic + 4 strength). Critical: 19-20/x2
+2 Poisoned Dagger: 1D4+6 (2 magic + 4 strength). Critical: 19-20/x2
(Poison Fort Save modifier: -3 - Failure strikes the victim, if warm blooded, paralyzed for one round)

Special Abilities:

Race:
Spell resistance 14
Darkvision
Spell-Like Abilities: once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
Light Blindness: -1 attack bonus in bright sunlight.

Skills: (30 + 6 = 36 points)+10 per level hereafter.
Balance(3) +5(Dex) = 8
Bluff(3) -1(Cha) = 2
Climb(3) +4(Str) = 7
Forgery(2) +1(Int) = 3
Hide(4) +5(Dex) = 9
Move Silently(5) +5(Dex) = 10
Disguise(5) -1(Cha) = 4
Jump(2) +4(Str) = 6
Sleight of Hand(2)+5(Dex) = 7
Swim(2) +5(Dex) = 7
Tumble(3) +5(Dex) = 8
Use Rope(2) +5(Dex) = 7

Class:
Sneak attack +2d6
Death attack
Poison use
+1 save against poison,
Uncanny dodge
Assassin spells per day: (Spell casting works like Sorcerer/Bard)
level 1: 3

Known Spells:
True Strike, Jump, Disguise Self

Search Modifier: +2
Spot Check Modifier: +2
Listen Check Modifier: +2
Hide Modifier: +9
Move Silently: +10

Myroj has revealed little of his background. He admits to being in full service of Lloth, the Spider Queen, and has been sent to the surface world, by his house Matron Mother. He openly admits to being an assassin to the group, but reveals nothing more indepth. He is well versed in the terrain in and around Howthen, but will not disclose why. He is very protective of his sword, Mirakuss'Phing, which he says was a gift. From who, he refuses to say. He also boasts on occassion, of the small sack of strangely preserved Elf Ears he has in possession. Whether or not, these unfortunate Elves have been 'marks', is not known.
Myroj's moods can vary greatly. One moment he can be smiling openly, and almost warm to his companions, othertimes he seems to lapse into depressive and/or thoughtful states. He has a great mistrust of Surface Elves, and a general uncaring attitude to their well being. He is only slightly more concerned with other races, though he tends to keep to himself, and has been known to disappear, for his own reasons, without word, for weeks at a time. He has a constant habit of blending into his surroundings, especially when if in a party, they are approached. He considers himself a master of disguise, despite his obvious Dark Elven heritage, and claims to have once bluffed his way into a throne room of a Human King, and
slit his throat, and got away without detection.
Standing 5'10" tall, he can easily pass as human-sized. His white hair is shoulder length, usually down. When not wearing the hood on his cloak, however, his hair is tied into a tail at the back. His skin is the typical Drow colour, of a dark-green black, and his face is always seen to be emotionless. His eyes, when looked at, are constantly searching and examining everything around him. His black cloak, which hangs to his ankles, is clasped at the throat by a Spider device, inscribed upon its back. He never speaks of it, but often caresses in unconciously. His vest of 'snake scales' is always glittering, seemingly catching light, even when none exists. It makes no noise as he moves, and if attempting to hide himself, he will draw his cloak closed, to hide its presence. His black trousers were snug, and offered him unrtestricted movement. Many small pockets are in numerous places on his trousers, but only Myroj himself, knows what is contained therein. His shin high travelling boots, are always clean, regardless of the terrain he travels through, and a dull black leather. He has also spoken of dabbling in Death and Chaos magics, but not to any major extent.

Edit: 24th March. Added Alignment. Added Brooch to equipment.
Edit: 12th June. Added Myroj's Official Title.


=LASFS Operative #2=
-/X\(++)/X\-L.E.D. War Leader-/X\(++)/X\-

[This message has been edited by ShadowKin (edited 06-12-2005 @ 03:09 AM).]

posted 12-24-04 08:56 AM EDT (US)     4 / 18  
Sul
Race: Elf
Class: level 4 cleric
Character level 4
Characters languages: Elven and common

Abilities:
Strength: 10 (+0)
Dexterity: 16 (+3)
Wisdom: 19 (+4)
Intelligence: 12 (+1)
Constitution: 10 (+0)
Charisma: 12 (+1)

HP 32 (8x4 class)
AC 13 (10 + 3 dexterity)

Saves:
Reflex: 4 (1 class + 3 dexterity)
Fortitude: 4 (4 class)
Will: 8 (4 class + 4 Wisdom)

Feats:
Improved turning
Stripe Scroll

Equipment:
+3 Short Sword of Soniia, two vials of weak poison, 10 gold pieces.

Attack bonus
+3 Short Sword of Soniia: +7 (3 class + 3 magic + 1 domain power: weapon focus short sword)
+3 Short Sword of Soniia against undead: +9 (3 class + 5 magic + 1 domain power: weapon focus short sword)
Touch attack: +3 (3 class)
Ray (ranged touch attack): +6 (3 class + 3 dexterity)

Damage:
+3 Short Sword of Soniia: 1D6+3
+3 Short Sword of Soniia against undead: 1D6+5 + special (Successful Strike against undead target, requires the victim to Save vs Fort, or to be destroyed (if less than/equal to 3HD) or take 3d10 damage (if above 3HD))

Skills:
21 points
Concentration 7+4=11, Diplomacy 3+1=4, Heal 6+4=10, Spellcraft 3+1=4, tumble(cc) 1+3=4

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class:
Turn undead

Domains:

Glory Domain.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Level---Bonus Spell
1---Disrupt undead
2---Bless weapon
3---Searing light
4---Holy smite
5---Holy sword
6---Bolt of glory
7---Sunbeam
8---Crown of glory
9---Gate

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

Level---Bonus Spell
1---Magic Weapon: Weapon gains +1 bonus.
2---Spiritual Weapon: Magical weapon attacks on its own.
3---Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4---Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5---Flame Strike: Smite foes with divine fire (1d6/level damage).
6---Blade Barrier: Wall of blades deals 1d6/level damage.
7---Power Word Blind: Blinds creature with 200 hp or less.
8---Power Word Stun: Stuns creature with 150 hp or less.
9---Power Word Kill: Kills creature with 100 hp or less.

Spells per day: (spells must be prepared when resting)
Level 0: 5
Level 1: 4 + 1 domain spell
Level 2: 3 + 1 domain spell

Known spells:
All level 0, 1 and 2 cleric spells

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet


I've got a gun in my hand but that gun won't cock, my finger's on the trigger but that trigger seems locked and I can't stop staring at the tick-tock clock, and even if I could I would never give up. With a vest on my chest and a bullet in my lung, I can't believe I'm dying with my song unsung. So if and when I die won't you bury me alone, because I'll never get to heaven if I'm singing this song. STREETLIGHT MANIFESTO

[This message has been edited by Sul (edited 04-28-2005 @ 02:45 PM).]

posted 12-24-04 11:07 AM EDT (US)     5 / 18  
Eros Estot

Race: Wood Elf
Class: level 3 arcane archer / level 1 cleric
Character level 4
Characters languages: Elven, Orcish, Draconic, Drow, Undercommon, Gnome, Human, and common
Alignment: Chaotic Good
Deity: Corellon Larethian

Abilities:
Strength: 12 (+1)
Dexterity: 20 (+5)
Wisdom: 12 (+1)
Intelligence: 12 (+1)
Constitution: 12 (+1)
Charisma: 10 (+0)

HP 36 (8x3 class + 8x1 class + 4 Const mod)
AC 17 (10 + 2 armor + 5 dexterity)
AC 19 (10 + 2 armor + 5 dexterity + 2 shield) with heavy steel shield

Saves:
Reflex: 8 (3 class + 5 dexterity)
Fortitude: 6 (3 class + 2 class + 1 Constitution)
Will: 4 (1 class + 2 class + 1 Wisdom)

Feats:
Weapon focus: short bow
Weapon specialization: short bow

Equipment:
Leather armor, +2 Short bow, 50 arrows, +1 staff, coins worth 13 gold, heavy steel shield

Gold: 100 gp (mercenary earnings)

Attack bonus
+2 Short bow: +13 (3 class + 5 dexterity + 2 magic + 1 feat + 2 special ability)
Bone Bow: +11 (3 class + 5 dexterity + 1 Masterwork + 2 special ability)
+1 Staff: +5 (3 class + 1 strength + 1 magic)
+2 Runed Morningstar: +6 (3 class + 1 strength + 2 magic)
Heavy Steel Shield (bash): -6 (3 class + 1 strength - 10 off-hand)
Touch attack: +4 (3 class + 1 strength)
Ray (ranged touch attack): +8 (3 class + 5 dexterity)

Damage:
+2 Short bow: 1D6+6 (2 magic + 2 feat + 2 special ability)
+1 Staff: 1D6+2 (1 magic + 1 strength)
+2 Morningstar: 1D8+3 (2 magic + 1 strength)
Shield Bash: 1d4
Bone Bow: 1D8+3 (1 strength + 2 special ability)

Skills: Concentration (d20+5) [4 skill points + 1 constitution] Heal (d20+3) [2 skill points + 1 wisdom], Hide (d20+10) [5 skill points + 5 dexterity], Move Silently (d20+12) [7 skill points + 5 dexterity], Spot (d20+6) [3 skill points + 1 wisdom + 2 race bonus], Search (d20+3) [2 race bonus + 1 wisdom] Listen (d20+6) [3 skill points + 1 wisdom + 2 race bonus] , Survival (d20+4) [3 skill points + 1 wisdom]

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Special Abilities:

Race:
Immunity to sleep
+2 saving throw bonus against enchantment spells or effects
Low-light vision

Class (arcane archer):
Imbue arrow (can place an area spell upon an arrow)
Enhance arrow +2 (all normal arrows become +2)

Class (Cleric):
Turn Undead
Read Magic

Spells per day: (spells must be prepared when resting)
Level 0: 3
Level 1: 2

Known spells:
All level 0 and 1 spells- (Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue)
(Level 1: Bane, Bless, Bless Water M, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water M, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I).

Sorcerer/Wizard Spells: Daze, Mage Armor, True Strike, and Ghost Sound.


Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one elf (edited 12-01-2005 @ 04:49 PM).]

posted 12-25-04 02:10 AM EDT (US)     6 / 18  
Zandallair BearClaw

Race: Human
Class: level 4 Fighter/1st level Cleric
Character level 5
Characters languages: local,Common,Dwarven,Orc,Giant,

Abilities: put ability adjustment on wis.
Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)

HP 60 (10x4 class + 5x1 class + 5x3 Constitution)
AC 20 (10 + 8 armor, +1 dex bonus, +1 dodge magic boots)

Saves:
Reflex:.....+2 (1 class + 1 Dexterity)
Fortitude: +9 (4 class +2class + 3 Constitution)
Will:........+6 (1 class +2 class + 1wis +2feat)

Feats: level=4(2 feat,+3 fighter bonus feats,+1 human)
Blind-fight (Reroll miss chance for concealment)
Power Attack (trade attack bonus for damage=to bace attack)
Cleave (extra melee attack after dropping target)
Weapons Focus (great sword +1 attack)
Weapons Specialization (great sword +2 damage)
Iron will(+2 on will saves)

Initiative roll..+3(+2 magical boots,+1 dex.)

Skills:28 points
swim..........+11 (rank 7 +4st..)
jump..........+6 (+2Amazon+4st.)
climb.........+13(rank 7+2Amazon+4st.)
intimidate....+6 (rank 7-1Charisma)
listen(cc).....+2 (+2Amazon)
spot(cc).......+5 (rank 7+2Amazon)
hide(cc).......+3 (+2Amazon +1dex.)
M.silently(cc)+3 (+2Amazon +1dex.)

Speed: (with magic studded leather boots)
Base speed (move action) 40 feet, 30 feet in armor
Double move (full round action) 80 feet, 60 feet in armor
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 80 feet, 60 feet in armor
Run (move action, move in straight line only, no dex bonus to AC) 90 feet, 45 feet in armor
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet, 90 feet in armor

Equipment:
Dwarven made full plate(masterwork), +2 Claymore of stunning (target gets no attack on its next turn when stunned and gets a -4 to AC for next combat round), Dwarven made masterwork repeating crossbow (5 shot clips), 10 clips for crossbow, a normal long sword and a dagger.

Attack bonus:
+2 Claymore of stunning: +11 (4 base + 4 strength + 2 magic +1 weapons focus)(25% chance to stun target=1 combat round)
Masterwork repeating crossbow: +6 (4 base + 1 dexterity,+1 Masterwork)


Damage:
+2 Claymore(Greatsword)of stunning:2d8+10(+6 strength,+2 magic,+2 weapons specialization)
Masterwork Heavy repeating crossbow: 1D10

Special Abilities:
Race:human
One extra feat

AMAZON:Special Abilities;
climb+2......move silently+2.....+2 against poison attack
jump +2......hide +2

"Mothers milk"=Diehard feat
Alertness feat

Class (Fighter):
3 bonus feats


BACKGROUND:
Zandallair's father lived with his parents about 2 days journey into the hills not far from Howthen. They were traders and farmers(growing tobacco)their crop was greatly sought after because of its quality.When his father was old enough he traveled to the nearby kindoms military and became a highly skilled cavalier, fighting and protecting the border lands and hill country from bandits and any evil beings that would come down out of the mountains.His father was more tolerant and had different ideals than his fellow officers did and this soon caused tension between them.
The Kingdom wanted to push deeper into the hill country to claim it for their own which caused the cavaliers to encounter many new and exotic creatures to defeat. Zandallairs father was fascinated by some of the creatures and would refuse to take part in exterminating them. There were two occasions at which he flat would not watch the destruction of the creatures. One was when they came upon minatours hunting,where he saved the life of one by argument, which they were going to take back,however it later got free(no one knew how exactly it got free). the other was when they happened upon a tribe of amazon woman(human females).Beautiful,rare,and fierce fighters they were,and when the fighting was over, with dead on both sides, the men wanted to have their way with the surviving woman.His father wounded a fellow cavalier protecting one woman who he helped escape.He was then stripped of his ranks and was punished on their return to the kingdom then kicked out of his unit and told not to return.
He returned to his home and took up adventuring with friends he had made.On one occasion they crossed paths with slave traders who had slaves and infants to sell on the far side of the mountain ranges.One slave was the amazon woman he had saved from the cavaliers,and against his friends wishes he broke her out of the cage they had her in and freed her, but she refused to leave if she could not take two infants she had in her arms with her,they were not hers but she had saved them from being killed,he agreed.One was a girl the other was a boy who she latter told him they were going to sacrifice to their deity but were attacked and captured by the slavers before they could start the ceremony.The baby boy is Zandallair, an amazon woman birthed him but she was killed in the slavers attack on them.
Zandallairs father went back and built the settlement where he lives today making a strong alliance with the Dwarves in the area who helped him build it,not far from where his parents use to live but are now gone. He took up rangering and grows the much sought after tobacco.His "mother" makes for him the secret mixture called "Mothers milk" which increases his stamina and staying power in battle.Zandallair grew up and They lived in peace until the giants came and destoyed and killed all they could,and took back slaves with them.

[This message has been edited by Accusync72 (edited 10-28-2006 @ 02:52 AM).]

posted 12-26-04 01:54 PM EDT (US)     7 / 18  
Roadamer

Alignment:Chaotic Neutral
Race: Drow (+1 level adjustment)
Class: level 3 Rouge

Characters languages: Common, Under Common, Elven, Abyssal, Draconic, Gnome, Goblin, Kuo-toan, Aquan, Giant, Drow Sign Language.

Abilities:
Strength: 14 (+2)
Dexterity: 20 (+5)(Darkelf Trait adds +2 to base)
Wisdom: 12 (+1)
Intelligence: 14 (+2)(Darkelf Trait adds +2 to base)
Constitution: 12 (+1)(Darkelf Trait adds -2 to base)
Charisma: 10 (+0) (Darkelf Trait adds +2 to base)

HP: 21 (3x6 + 3x1 constitution modifier)
AC: 19 (10 + 3 armor + 5 dexterity +1 Ring of Protection)

Saves:
Reflex: +8 (3 class + 5 dexterity)
Fortitude: +2 (1 class +1 Constitution)
Will: +2 (1 class + 1 Wisdom) (+4 agianst spells and spell-like abilities)


Feats:
Two weapon Fighting Feat
Weapon Finesse(Use Dex. modifier instead of Str. modifier on attack rolls with light melee weapons)

Skill points: (8+int.modifier=+2=10X4=40+10per each level=60skill points Total.+10 for each level hereafter.

Skills:
Move Silently:Rank +6(+5 dex, +5 armor of silent moves )=+16
Hide:Rank +6(+5 dex)=+11
Spot:Rank +6(+1 wisodom,+2Darkelf trait)=+9
Listen:Rank +6(+1 wisdom,+2Darkelf trait)=+9
Search:Rank +6(+2 intelligence,+2 Darkelf trait)=+10
Open Lock:Rank +1(+5 dex)=+6
Climb:Rank +6(+5 dex)=+11
Use Magic Device:Rank +4
Disable Device:Rank +1(+2 intelligence)=+3
Tumble:Rank +6(+5 dex)=+11
Escape Artist:Rank +6 (+5 dex)=+11
Indimidate:Rank +6

Equipment:
+2 magical scimitar, +1 magic dagger (with unknown proportions), +1masterwork studded Leather of silent moves, small Drow crossbow, 40 Poisonous darts (1D4 poison damage, next 4 round opponent must make a fortitude save (DC 18) or take another 1D4 poison damage), 20 throwing daggers,
2 healing potions=D12 of healing each

A platinum ring inscribed with small runes. You know it will magically deflect some blows in combat and make your wounds heal much faster than normal. (Ring of fast healing and protection +1: +1 deflection bonus to AC, make you heal 1 hp every 10 minutes)

Range Penalties:
DROW CROSSBOW:0-29 feet: no penalty, 30-59 feet: -2, 60-89 feet: -4, 90-119 feet: -6, 120-149 feet: -8, 150-179 feet: -10, 180-209 feet: -12, 210-239 feet: -14, 240-269 feet: -16, 270-299 feet: -18, 300 feet -20. You can never shoot longer than 300 feet

THROWING DAGGERS:0-9 feet: no penalty, 10-19 feet: -2, 20-29 feet: -4, 30-39 feet: -6, 40-49 feet: -8, 50 feet: -10. You can never throw longer than 50 feet

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Attack bonus:
+2 magic scimitar: +7 (3 base + 2 Strength bonus + 2 magic)
+1 magic dagger of Lightning: +9 (3 base + 5 Weapon Finesse(feat) + 1 magic)
Attacking with both weapons in one round (scimitar in main hand)(dagger in offhand): main hand +5, off hand +7
Drow Crossbow: +8 (3 base + 5 dexterity)
Throwing daggers: +8 (3 base + 5 dexterity)

Damage:
+2 magic scimitar: 1D6+4 (2 magic + 2 strength) Critical: 18-20/x2
+1 magic dagger: 1D4+3(+1D4lightningdamage) (1 magic + 2 strength) Critical: 19-20/x2
+1 magic dagger used in off hand: 1D4+2(+1D4lightningdamage) (1 magic + 1 strength) Critical: 19-20/x2
Drow Crossbow: 1D4+1D4Poisondamage, Critical: 19-20/x2
Throwing daggers: 1D4+2 (2 Strength) Critical: 20/x3

Special Abilities:

Race:
Spell resistance 14 (11+3class level)
Darkvision=120Ft.
Spell-Like Abilities: once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class:
Sneak attack +2d6
Evasion
Trapfinding
Trap sense +1
Uncanny Dodge

Other:

Familiar:Yathsil (Imp)

H.P.=14
AC=20

Abilities:
Str.=10
Dex=17 (+3)
Con=10
Int=10
Wis=12 (+1)
Cha=14 (+2)

Base Attack:Grapple:+3
Attack: Sting +8 (1d4 + poison damage)

Saves:
Fortitude +3
Reflex +6
Will +4

Feats:
Doge
Weapon Finesse

Skills:
Diplomacy +8, Hide +7 (+17 using invisibility), Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Special Qualities=Alternate Form, Damage reduction 5/good or silver (only takes full damage from good or silver weapons, Darkvision=60ft, fast healing 2 (heals 2 hp per combat round), immunity to poison, resistance to fire 5 (Takes -5 damage from fire attacks).

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus

Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. (you need to chose what form(s) your Imp can chose)

Info:Roadamer:Just as a side note,my friend who gave me the gift of the lighting dagger before we parted ways is a Yuan-ti Halfblood.He Lived in a warm climate forest a ways from here,The Giants of these lands hired Slavers to go and bring back slaves to do there bidding as they pleased,My Yuan-ti friend was hired on to be a Slave master and to scout areas ahead where good setlements may be.(he also was a scout that found Bearclaws villiage and his amazon sister when she was captured)I at the time in the Underdark was trainning readily and was a high member in my house sent topside from the command of my highly estemed Sister which is the weaponmaster of our house wich is also the 7th order of 47.With a good number of my darkelf companions to go along with, we set out to investigate these rumors of a Rising army of Giants and Slavetraders and a rumored necromancer who was also among the league who was quite powerful.Most of my companions and I split up and we scouted maney miles apart the great lands.I have not heard from them since.I happend accross my Yuan-ti friend one day,locked blades with him,Neither of us could prevail.We highly respected one another from that day on and our friendship grew.He Toled me his story and how he was a slave trader for giants.Before we parted ways he bestowed upon me a gift of a Lightning dagger with magical properties,its full potenial is still unknown he toled me it had great magic about it if only i could figure out how to unlock it.Right after we separated going our seperet ways many months latter i met a human by the name of Zandallair spoke of Slavetraders in the lands who captured his amazon Sister and how Giants attacked his town and mostely destroyed it.I was unsettled by this fact.I became friends with him seeing how far he would go to plot his revenge.Wondering if my Yuan-ti friend was part of the slaving party.Fearing he was i kept a close watch at this human.Hearing the destruction the slavetraders caused I vowed to have a talk with my old friend "Askator"My Yuan-ti Half Blood friend.This was not his style.He was only a scout.He did not like to hunt or hurt the slaves he only scouted the area,it paid him much gold.He was highly estemeed and a much sot after scout.He does not take well to his slavetradeing friends.

[This message has been edited by Accusync72 (edited 05-31-2005 @ 09:15 PM).]

posted 01-16-05 12:37 PM EDT (US)     8 / 18  
Race: Dwarf
Class: level 4 Fighter
Character level 4
Characters languages: Dwarven, Common, Grue-ish

Abilities:
Strength: 18 (+4)
Dexterity: 13 (+1)
Wisdom: 8 (-1)
Intelligence: 9 (-1)
Constitution: 16 (+3)
Charisma: 11 (+0)

HP: 52 (10x4 + 3x4)
AC: 23 (10 + 13 armor, no Dexterity bonus because of armor)

Saves:
Reflex: 2 (1 class + 1 dexterity)
Fortitude: 7 (4 class + 3 Constitution)
Will: 0 (1 class – 1 Wisdom)

Feats:
Weapon Specialization: (2 handed axe)
Weapon focus: (2 handed axe)
Power Attack
Cleave
Great Cleave

Equipment:
Tank-Man Hat +2 (Protects head and shoots toothpicks, armor bonus don’t stack with bonus from Ridiculous Armour), Ridiculous Armour +4 (Very protective and even more limiting to mobility, super heavy full plate +4, adds 13 (9+4) to AC, no dexterity bonus and has an armor check penalty of 10), Surreal axe +0 (Very large; No bonus to likelihood of attack, does huge amounts of damage, adds 2D4 extra physical damage)

Attack bonus:
Surreal axe: +9 (4 class + 4 strength + 1 feat)

Damage:
Surreal axe: 1D12+8+2D4 (+6 strength + 2 feat + 2D4 special weapon)

Special Abilities:

Race:
Darkvision:
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.

Class:
3 Fighter Bonus feats

Description:
Tank-Man was abandoned by his parents in the woods a short time before a solar eclipse. A pack of grues wandering in the darkness mistook him for an egg and adopted him, housing him in their cave. They noticed that he was slightly strange in that he didn't eat adventurers, so taught him about other, little-known ways of and things for eating and what to do with adventurers' equipment that wasn't swallowed. This is how he acquired his armour and weapons. He learnt the language of the grues there, and it is imprinted on his brain. Eventually, he realised that he was not a grue, but a Dwarf, and was forced to leave. He managed to find employment in a cave in Kentucky as a Nasty Little Dwarf (he learnt the Common and Dwarven tongues there), but his armour made him slightly too hard for adventurers to kill. His employer, Mr. H. Voice, therefore decided to sack him. H. Voice's limited vocabulary made this difficault, but he managed to do it by saying "plugh", to which Tank-Man replied "What's plugh?". He was then teleported into a party full of Elves and had to fight some harpies. His only reminder of the bliss of his chilhood is an emerald the size of a plover's egg, which he wouldn't swap for anything except a platinum pyramid 8 inches on a side. He has irretrievably lost both sets of parents and there are no grues in D&D, so he is understandably quite angry at the world. He has decided to kill all the giants in the world on the off-chance that one of them is H. Voice. He is extremely stupid, and would eagerly obey anyone who seems well-disposed towards him. To anyone else, he tends to be "sour as a grue".

posted 02-13-05 03:25 PM EDT (US)     9 / 18  
Name, Dralavyro
Class, Level 3 Sorcerer (+1 level adjustment)
Race, Dark elf
Characters languages: Common, Dark-Elf.
Neutral Evil

Str: 7 (-2)
Dex: 13 (+1)
Con: 10 (+0)
Int: 17 (+3)
Wis: 17 (+3)
Cha: 18 (+4)

HP: 12 (4x3)
AC:11 (10 + 1 dex)

Equipment: A shade cloak, cursed dagger, Lesser Ring of energy: sorcerers and bards can cast one more level 0-3 spell each day and a magic staff

Saves:
Reflex: +2 (1 class + 1 dexterity)
Fortitude: +1 (1 class)
Will: +6 (3 class + 3 Wisdom) (+2 against spells and spell-like abilities)

Feats
COMBAT CASTING
ENLARGE SPELL

Special Abilities:

Race:
Spell resistance 14 (11+3class level)
Darkvision=120Ft.
Spell-Like Abilities: once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Immunity to sleep spells and effects
+2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Light Blindness: -1 attack bonus in bright sunlight.

Class:
Familiar

Know Spells:

Level 0
Disrupt Undead
Mending
Flare
Detect Poison
Detect Magic
Prestidigitation

Level 1
Mage Armor
Reduce Person
Magic Missile

Spells per day
Level 0: 6
Level 1: 6

Skills:
Bluff 9 (5+4cha)
Concentration 9 (6+3wis)
Craft 9 (6+3int)
Knowledge (arcana) 8 (5+3int)
Profession 7 (4+3wis)
Spellcraft 9 (4+3int+ +2 synergy bonus)

Speed:
Base speed (move action) 30 feet
Double move (full round action) 60 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 60 feet
Run (move action, move in straight line only, no dex bonus to AC) 60 feet
Run (full round action, move in straight line only, no dex bonus to AC) 120 feet

Background: As a child Dralavyro was abandoned in the wilderness to die. Luckily a Sorcerer found him, he recognized some of Dralavyro's ability and trained him in the arts of sorcery until he could take care of himself. He kills if necessary and sometimes even if it isn't. What drives him on is mostly the wish for revenge on those who left him to die, but he also wants to be a respected sorcerer of the powers of darkness. He has lived most of his life in dark caves and can't stand bright light, but he can survive in daylight if necessary. Many signs say that he should "hunt the giants", and since one can't really hunt giants on your own he needs to find some companions. He mostly treats his friends with respect, but he would kill them if that is more economic.

[This message has been edited by Rainbowdragon (edited 09-30-2005 @ 10:01 AM).]

posted 02-27-05 02:42 AM EDT (US)     10 / 18  
Beren

Race: Adan (of the First House; treat as an Elf)
Class: Ranger (2)
Alignment: I leave this to the DM based on the fact that his exact alignment is not crucial to his character and there are reasons for not having alignment in the first place. Chaotic Good is a reasonable guess.

Str: 14 (+2)
Dex: 16 (+3)
Con: 14 (+2)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 12 (+1)

AC: 15 (13 Touch, 12 Flat-footed)
HP: 20 (16 + 4)
Fort: +5 (+3 Class, +2 Con)
Ref: +6 (+3 Class, +3 Dex)
Will: +2 (Wis)

Longsword +5 (d8 + 2)
Shortbow +5 (d6)

Climb 3 (+6)*
Handle Animal 5 (+7)
Hide 5 (+8)
Listen 5 (+9)
Move Silently 5 (+8)
Profession (outlaw) 4 (+6)
Search 5 (+10)
Spot 5 (+9)
Survival 5 (+8)
Swim 3 (+6)*


*I disagree on the concept that Swim and Climb should be Str-modified skills, much as I disagree that Concentration should be a Con-modified skill. I think that the makers of D&D are in error.

Track (class feat)
Weapon Focus: Longsword

Class abilities:
Favored Enemy (Orcs)

Racial abilities:
Resistance to Enchantments
Edain senses

Mundane Inventory:
Longsword, shortbow, 40 arrows, padded gambison, buckler, cloak, clothing, rations.

Magical Inventory:
The Ring of Baranhir - Allows Beren the use of any item, power, or league of friendship alloted to Barahir or his descendents or his house (Beren is Barahir's son). The ring also probably has other powers, some of which are probably quite powerful, although Beren does not know what they are (I leave them to the DM to reveal when it is appropriate to do so).

Languages: Sindarin (native language), Adûnaic, Orkish, Common

Appearance: Beren generally looks Elvish enough - tall, slender, without facial hair and with other charistically Elven traits. He has dark hair and dark blue-grey eyes. Something about him, however, reminds one of humanity, though - though it is very difficult to say just what.

Background:

Beren is the last of his house, which were exiled from their tribal lands somewhere far away. His people were ambushed by Orcs who had been sent to their hideaway by the Devil-prince Thû. Beren returned to his home to find his family and friends slain. He took his father's ring, a gift from an Elf-lord for whom he had fought in previous days, and then set off for vengence. He killed the leader of the Orcs and made off with a few other family heirlooms, and has since been wandering.

It was his Destiny to meet Lúthien, but he met her well before Destiny ever intended. He has been travelling with her and is her trusted companion. He does not know why he has chosen to travel with her, exactly, or where he is going. Somewhere, deep within him, he knows that this fate that he is experiencing is not the same as what was meant for him. He desires vengence on Thû, and one day hopes to get the Elf-lord who gave his father his ring's aid against him.


Lúthien

Race: Elf
Class: Secret Bard (2)
Alignment: As with Beren, alignment is up to the DM. Chaotic Good is again a reasonable guess, but considering Lûthien's Druidic affiliation, Neutral Good might be a better choice.

Str: 10 (-)
Dex: 20 (+5)
Con: 10 (-)*
Int: 18 (+4)
Wis: 14 (+2)
Cha: 18 (+4)

AC 15 (15 touch, 10 flat-footed)
HP: 12
Fort: - (see special note below)*
Ref: +8 (+3 class, +5 dex)
Will: +5 (+3 class, +2 wis)

Recurved Bow +6 (d8)
Short Sword +1 (d6)
Throwing daggers +6 (d4)

*While she is phsyically flimsy and not able to take much physical abuse, she is very healthy, as evinced by her excellent physical coordination and grace. This is another error on the part of TSR - the ability scores do not allow for such a character, even such people exist and in fact are common. As a result, I would be inclined to use her Dex modifier rather than her Con for matters of stamina and resistance to illness, although resistance to poisons and injuries (more common types of Fort saves) still use Con.

Heal 5 (+7)
Hide 3 (+8, +13 with cloak)
Knowledge (arcana) 5 (+9)
Knowledge (nature) 5 (+9)
Knowledge (religion) 5 (+9)
Listen 5 (+11)
Move Silently 3 (+8)
Perform 5 (+9)
Profession (Elven Artist) 5 (+7)
Spot 5 (+11)
Swim 2.0 (+7)*

*See for Beren above

Alertness

Class abilities:
Bardic Knowledge 2 (+6)

Spellcasting: 1,3 (DC 14 + spell level)
Cantrips: Cure Minor Wounds, Detect Magic, Light, Read Magic
1st-level: Charm Person, Cure Light Wounds

Special attributes:

Lúthien is a spellcaster such as one pictures for Arda, and as such Bard is probably the most appropriate class for her, since her spells all have to do with song and dance. However, she is not a Bard in the conventional D&D sense. Among the differences are the following:

-Lúthien is a Divine spellcaster, not an Arcane spellcaster. This does not alter her spell-list, nor does it change the relevant ability modifier for her spells. However, magical spells and items treat Lúthien as a Divine spellcaster, not an Arcane spellcaster.

-Lúthien is considered by Druids to be a member of the Druidic Order. She comes from a part of the world very far away where the Druids are very different in their scope and hirearchy, but nonetheless she carries the symbols and knows the pass-words to signify that she is a Druid.

-Lúthien does not possess the Bardic Music abilities as those in the PHB. Instead, she possesses supernatural and spell-like abilities that are described below. These abilities (usually) require perform checks to determine their effectiveness, and she has what abilities she does based on her Knowledge skills (particularly Knowledge [nature]), and will get more as her Knowledge skills increase. Moreover, not all of these abilities are songs; some of them are dances (and thus should be treated as somatic, not verbal, abilities). Lúthien is limited to a number of Bardic Arts powers per day equal to her level.

Bardic Arts powers:

Basic Break Spellbinder (sp) - The bard can, by singing clearly to her cause, attempt to break the power of other supernatural or magic-using creatures who strive against her cause. She must target a particular type of creature with her song (and each creature has a different song to break it). All such creatures who hear her must make a Will save (DC as determined below) or be irritated and distracted (the DM may impose Concentration checks to their actions, if applicable, at his or her discression), unable to get the bard's song out of their minds. In addition to causing them to act less coherently, this imposes a penalty to attacks, AC, and to the DC of saving throws of special abilities of said creatures. This power affects all creatures of the appropriate type who hear the bard singing. The duration of the effect depends on the value of the check:

Check result - Save DC - Duration - Penalty
10.............10........5 rounds.........-1
20.............15........10 rounds........-2
30.............20........25 rounds........-3
40.............25........1 day............-4
50.............25........permanant*.......-5

Requirements: Bardic Knowledge DC 15 for any given creature.

*This effect can be removed with a Remove Curse.

Alter Pigments (su) - the bard can, with her eyes closed and a graceful flick of her hair, change the pigmentation in both. Lúthien in particular can switch between being a grey-eyed brunette and a blue-eyed blonde. This switch occurs at the genetic level, and is of instantaneous duration (i.e. Dispel Magic, or even Antimagic field have no effect once the change takes place). Requirements: Knowledge (nature), +8 bonus

Race abilities:
Hardiness to enchantments
Sleep immunity
Elven senses
Immunity to aging

Nonmagical inventory:
Rapier, recurved bow (treat as composite lonbow), 40 arrows, 6 throwing daggers

Magical inventory:
Cloak of Elvenkind The cloak in question has an emblem of a Ginko leaf on the back (the symbol of her nation).

Languages: Sindarin, Quenya, Celestial, Drudic, Common

Appearance: By the standards of at least her culture, Lúthien is strikingly beautiful, with a perfect, slender, figure, long, straight hair, a flawless white face, and, most importantly, perfect athletic physical grace. She likes to wear a light blue gown under her cloak. Lúthien can alter her hair and eye color. She appears to prefer dark hair and blue-grey eyes, but she has been golden-haired with sky-blue eyes. It is not as though she has no 'natural form' - rather, she can alter what her natural form is.

Background: Lúthien is the daugher of an individual said to have been the founder of the Druids, long ago. That individual is also supposed to be an Angel of a sort, although her means of concieving Lúthien was in 'cloathing' herself in an Elven body, so Lúthien is a full-blooded Elf despite that she has a celestial mother.

Lúthien is widely regarded as somebody who has tremendous promise and talent, although nobody is sure exactly how far she will be able to get. She has set out to learn about herself, her powers, and the world she is part of, in the hopes of developing her abilities and appreciating what she stands for all the more. She has fallen in, almost by accident, with a group of adventurers intending to hunt the evil giants of the north. Lúthien, however, is more keen on Beren at the moment, having met him and realized that this meeting was her destiny, yet her intuition tells her that this destiny was not supposed to come until considerably later in her life. She is also very interested in Ayuth, since she has heard little more than rumors about the good Dragons, the Dragons that defied their (now evil) creator, and wishes to understand them and their story better than she does.


-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 07-08-2005 @ 05:57 PM).]

posted 03-08-05 12:31 PM EDT (US)     11 / 18  
Ayuth

Race: Red Dragon
Class: level 2 Dragon / level 2 sorcerer
Character level 4
Characters languages: Very rare draconian dialect (own language), Common, limited knowledge of some Dwarven dialects

Abilities:
Strength: 18 (+4)
Dexterity: 13 (+1)
Wisdom: 9 (-1)
Intelligence: 12 (+1)
Constitution: 10 (+0)
Charisma: 16 (+3)

HP: 32 (12 x 2 class + 4 x 2 class)
AC: 18 (10 + 7 natural + 1 dexterity)


Saves:
Reflex: 3 (2 class + 1 dexterity)
Fortitude: 2 (2 class)
Will: 4 (2 class + 3 class - 1 Wisdom)

Feats:
Ability Focus: Fire Breath, Multiattack

Equipment:
Steel, Dark Red Jewelled Necklace (focus of spell-casting power; without it, Ayuth cannot cast spells)

Attack bonus:
Bite (main attack): +7 (2base + 1 base + 4 strength)
2 x Claws (secondary attacks): +2 (2 base + 1 base + 4 strength – 5 secondary) with multiattack: +5
2 x Wings (secondary attacks): +2 (2 base + 1 base + 4 strength – 5 secondary) with multiattack: +5
Only one attack can be used in a standard action. All 5 attacks can be used in a full round action.

Damage:
Bite: 1D8+4
Claws: 1D6+2
Wings: 1d4+2

Special abilities:

Race:
Fire breath: 3D10 damage, cone shaped, 30 feet long. Works like a spell with a DC (difficult class) of 16
Immune to fire, paralysis and sleep
Blindsense 60 feet
Keen senses
Darkvision
Natural armor bonus +7

Class:
Familiar

Spells per day:
Level 0: 6
Level 1: 5

Known spells:
Level 0: Read Magic, Flare, Detect Magic, Message, Arcane Mark
Level 1: True Strike, Mage Armor

Skills:
Spellcraft: +6
Concentration: +5
Spot: +7
Knowledge (Arcana) : +7
Listen: +7
Sense Motive: +4
Intimidate: +2
Search: +3

posted 05-28-05 02:13 PM EDT (US)     12 / 18  
Bumb

Just bringing this closer to the top...


Kris Lighthawk
Creator of Lighthawk's mod
posted 07-21-05 02:43 AM EDT (US)     13 / 18  
Yes, I thought this was getting rather close to becoming 'archived'
However, I have this page set up in my Favorites, so access is quite easy.

=LASFS Operative #2=
-/X\(++)/X\-L.E.D. War Leader-/X\(++)/X\-
posted 09-18-05 05:59 PM EDT (US)     14 / 18  
Ups, wrong thread...

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 09-18-2005 @ 06:03 PM).]

posted 09-24-05 10:37 PM EDT (US)     15 / 18  
Bard the Black

Race: Human
Class: Wizard 4
Character Level: 4
Languages: Common, Sindarin, Quenya, Orc, Draconic, Undercommon, Dwarven, and Gnome. (Common + 4 starting INT modifier + 3 Speak Languages skill)
Alignment: Neutral

Abilities
Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Wisdom: 16 (+3)
Intelligence: 19 (+4)
Charisma: 14 [+2 magic ring] (+2)

HP: 20 (4x4 class + 1x4 CON modifier)
AC: 11 (base 10 + 1 DEX modifier)

Saves
Reflex: +2 (+1 class level +1 DEX modifier)
Fortitude: +2 (+1 class level +1 CON modifier)
Willpower: +7 (+4 class level +3 WIS modifier)

Feats
Summon Familiar (1st level Wizard bonus feat)
Scribe Scroll (1st level Wizard bonus feat)
Simple Weapon Proficiency (level 1 feat)
Spell Focus[Enchantment] (Human bonus feat)
Persuasive (level 3 feat)

Equipment
+3 Spear "Heartseeker" 1d8+3 piercing damage x3 (cumulative -2 penalty to attack and damage against evil creatures, cannot be used by good creatures)
Masterwork Dagger 1d4 piercing damage 19-20/x2
Masterwork Light Crossbow
40 Crossbow Bolts 1d8 piercing damage 19-20/x2
Spell Components
Spellbook
Black Robe
Traveler's Outfit
Onyx Ring of Charm (+2 Charisma, +2 to skill checks on Diplomacy, Intimidate, and Bluff)

Attack Bonus
Touch Attack: +1 (base attack bonus +2 STR modifier -1)
Ray: +3 (base attack bonus +2 DEX modifier +1)
Heartseeker: +4 (base attack bonus +2 enchantment bonus +3 STR modifier -1)
Masterwork Dagger: +2 (base attack bonus +2 masterwork bonus +1 STR modifier -1)
Masterwork Light Crossbow: +4 (base attack bonus +2 masterwork bonus +1 DEX +1)

Spells Per Day
Level 0: 4
Level 1: 3 +1 INT adjustment = 4
Level 2: 2 +1 INT adjustment = 3

Known Spells
Level 0: All
Level 1: Hold Portal, Shield, Charm Person, Identify, Mount, Magic Missile, Ray of Enfeeblement
Level 2: Arcane Lock, Knock, Mirror Image, Invisibility, Spider Climb, See Invisibility

Skills
Bluff: 31/2 ranks +2 CHA modifier +2 Magical Ring +2 Persuasive feat = 9
Concentration: 7 ranks +3 WIS modifier = 10
Diplomacy: 0 ranks +2 CHA modifier +2 Magical Ring = 4
Intimidate: 0 ranks +2 CHA modifier +2 Magical Ring +2 Persuasive feat = 6
Knowledge(arcana): 7 ranks +4 INT modifier = 11
Knowledge(geography): 6 ranks +4 INT modifier = 10
Knowledge(history): 7 ranks +4 INT modifier = 11
Knowledge(local): 5 ranks +4 INT modifier = 9
Speak Language: 3 ranks
Spellcraft: 7 ranks +4 INT modifier +2 Synergy with Knowledge(arcana) = 13

Description: A thin, pale man with shoulder-length greying hair and absorbing brown eyes, Bard is rarely seen not wearing his long pitch-black robes. He walks with the upright posture and sure stride of a younger man, but his worn visage suggests that he has weathered many long, harsh years in the world. The only jewelry he bears is a black ring set with a black stone, upon his right index finger. In battle, besides his spells, Bard relies mainly upon Heartseeker, his enchanted spear.

Background: A wanderer and scholar, the man known as Bard loves only knowledge and magic. Never at peace, it would seem that there is no place he feels at home. His grim disposition and other clues he drops, either intentionally or otherwise, seem to indicate he is fleeing some darkness in his past. Despite his dour nature, Bard is possessed of strong convictions and a quick mind, and can be charismatic when he wishes to be. His spear Heartseeker seems to have great significance to him, judging from his reaction when anyone attempts to even touch it without his permission. While somewhat stand-offish, Bard often tries to learn as much as he can about whatever companions he may join on his travels, learning all that he can from every source.

Barandor Saklithan

Race: Human
Class: Fighter 4
Character Level: 4
Languages: Common, Adûnaic (Common + 1 Starting INT modifier)
Alignment: Lawful Neutral

Abilities
Strength: 16 (+3)
Dexterity: 10 (-)
Constitution: 18 (+4)
Wisdom: 14 (+2)
Intelligence: 13 (+1)
Charisma: 8 (-1)

HP: 56 (10x4 Fighter levels + 4x4 CON modifier)
AC: 20 (base 10 +10 armor)

Saves
Reflex: +1 (+1 class level)
Fortitude: +7 (+4 class level +3 CON modifier)
Willpower: +5 (+1 class level +2 WIS modifier +2 Iron Will feat)

Feats
Simple Weapon Proficiency (fighter bonus feat)
Martial Weapon Proficiency (fighter bonus feat)
Shield Proficiency (fighter bonus feat)
Light Armor Proficiency (fighter bonus feat)
Medium Armor Proficiency (fighter bonus feat)
Heavy Armor Proficiency (fighter bonus feat)
Iron Will (Human bonus feat)
Weapon Focus[Heavy Flail] (level 1 feat)
Power Attack (1st level Fighter bonus feat)
Combat Expertise (2nd level Fighter bonus feat)
Endurance (level 3 feat)
Weapon Specialization[Heavy Flail] (4th level Fighter bonus feat)

Equipment
+2 Heavy Flail "Hellbore" 1d10 bludgeoning damage +1d3 fire damage 19-20/x2
Dagger 1d4 piercing 19-20/x2
Noble's Outfit
+1 spiked Full-Plate 1d6+1 piercing x2 AC 9 +1 Max Dex Bonus: +1
Locked Gauntlet
Gray Helm (immune to fear effects, +2 to saves against charm effects)

Attack Bonus
Touch Attack: +7 (+4 base attack bonus +3 STR modifier)
Hellbore: +10 (+4 base attack bonus +3 STR modifier +1 Weapon Focus feat +2 enchantment modifier)
Dagger: +7 (+4 base attack bonud +3 STR modifier)

Skills
Diplomacy: 31/2 ranks - 1 CHA modifier = 2
Intimidate: 7 ranks - 1 CHA modifier = 6
Knowledge(nobility and royalty): 31/2 ranks +1 INT modifier = 4

Description: A handsome man, Barandor stands with straight-backed pride and arrogance. He is very tall and appears to be on the young side of middle-aged, powerfully-built with broad shoulders. He has ink-black hair, swept back, and light stubble dusting the edge of his jaw. His face is rarely seen with anything more than a trace of emotion, and when not armored for battle he wears fine clothes suggesting the nobility. His eyes are a deep grey, cold and ashen.

Background: A son of the noble family Saklithan, descended of Numenor, Barandor's first loyalty is his House. Immensely proud of his heritage and prowess in battle, his sheer arrogance usually dispels whatever positive impression Barandor may make with his good looks and spotless manners. The only time he makes any effort to connect with those people who are not of such exalted status as himself is on games of chance and gambling in general, which is his favorite pastime besides battle. Trained in the ways of battle by his House, Barandor set out to see the rest of the world and experience the thrills of adventuring, bringing greater glory to House Saklithan. While he rarely considers whatever parties he joins along his way to be his equal in any way, Barandor can exercise tremendous restraint, and is used to obeying orders and working as part of a team, and in battle can be relied upon to fight cooperatively.

[This message has been edited by Black Hound (edited 09-28-2005 @ 03:16 PM).]

posted 09-28-05 04:47 AM EDT (US)     16 / 18  
Samuel Montanage
Fighter(1)/Wizard(Abjurer)(3)

Race:Human
Alignment:lawful neutral
Languages:Common, Elven, Dwarven, Giant, Local

Appearance:
An average, though muscular human with short brown hair, blue eyes and a well maintained beard. He wears a travellers outfit and a sizeable backpack. He carries a bow and has some kind of rolled up chain dangling from his side where others would expect to see a sword. He could be mistaken for an unwary traveller if there wasn't something in the way he moves that would hint to a military training of some sort.
Height: 5' 6'' (=1,68 m)
Weight: 160 lb (=73 kg)

Str16+3
Dex14+2
Con14+2
Int16+3
Wis100
Cha9-1

Initiative: +2
Base speed: 30 ft
HP:30(1x10+3x4+4x2) current HP: 26
AC:13(10+2(dex)+1(dodge))

Base Attack: +2
+7 (magic spiked chain +2)
+5 (MW composite (+3str) longbow)

Damage:
2D4+6 (x2) (magic spiked chain +2)
1D8+3 (x3) (MW composite (+3str) longbow)

Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon for you.


Saves
Fortitude5(+1class, +2class, +2CON)
Reflex5(+1class, +2DEX, +2Familiar (if within 1mile))
Willpower3(+3class)

School: Abjuration. Prohibited School: Enchantment & Necromancy
Feats:Simple&Martial weapon proficiency
Light,Medium&Heavy armor proficiency, Shield proficiency
Scribe Scroll (wizard bonus feat)
Summon Familiar (weasel named Gizmo) (wizard bonus feat)
Dodge (lvl1 feat)
Combat Expertise (Fighter bonus feat)
Mobility (Human bonus feat)
Exotic weapon (spiked chain) (lvl3 feat)

Skills:(24 fighter, 18 wizard.)

Climb_____________7 (Rank4+STR3)
Jump_____________7 (Rank4+STR3)
Handle animal______1 (Rank2+ CHA-1)
Ride______________4 (Rank2+DEX2)
Swim_____________5 (Rank2+STR3)
Listen_____________4 (Rank2+WIS0+Spec.2) (+2 with Familiar)
Search____________4 (Rank1+INT3)
Spot______________4 (Rank2+WIS0+Spec.2) (+2 with Familiar)
Concentration______5 (Rank5+WIS0)
Knowledge (Arcana)_8 (Rank5+INT3)
Knowledge (Nature)_8 (Rank5+INT3) (gives +2 Synergy to survival checks)
Spellcraft__________8 (Rank3+INT3+Spec.2) (+2 Synergy Knowledge (Arcana))

Spells per day:
lvl0: 4+1 (4+1Specialist)
lvl1: 3+1 (2+1Int+1Specialist)
lvl2: 2+1 (1+1Int+1Specialist)

Spells known:
Lvl0:all except Enchantment & Necromancy school
Lvl1:Burning hands, Endure elements, Expeditious retreat, Feather fall, Mage armor, Magic missile, Protection from Alignment, Shield
Lvl2:Protection from Arrows, Alter self, Glitterdust

Spells prepared:
lvl0:Detect magic (2x), Mage hand (1x), Read magic (1x), Resistance (1x)
lvl1: Mage armor (1x), Shield (1x), Burning hands (1x), Expeditious retreat (1x) (Pearl (0x))
lvl2:Protection from Arrows (1x), Alter self (1x), Glitterdust (1x)

Equipment:
+2 magic spiked chain
Pearl of Power (lvl1)
Masterwork composite (+3Str) longbow +36 arrows (in 2 quivers)
Wand of magic missile (lvl3) (25 charges)
5 potions of cure light wounds (lvl1)
Scrolls: Comprehend languages (lvl1) (2), Mage armor (lvl1) (5), Rope trick (lvl3) (1), Acid arrow (lvl3) (1)
Pouch belt, Dagger, Small steel mirror, 5 Smokesticks, 5 Sunrods, 5 Thunderstones, 3 Tanglefoot bags, Spell components pouch, Scroll case
Backpack, 1 Travellers outfit (extra), 0,5 lb Soap, Sack, Bedroll, Silk rope (50ft), Climbers kit, Spell book, 1Waterskin, 1 Waterskin with Ale, 5 trail rations.
about 50 gold pieces in gold, silver and copper pieces (about 80 coins)

Background:Age: 27
Samuel was born as the third son of a struggling farmer family. He had a hard and work intensive childhood but not without joy and loving parents. The vicinity of his village to a dwarven settlement (and the frequent trade missions he had) allowed him to learn the language of the stout people, and even a bit of giant, which also uses the dwarven alphabet.
When he grew older, his parents sent him to the big city so that he could learn a profession to earn money with, once his older brothers are taking over the farm. Samuel loved the honor and pride of passing knights or the art of nimble duelists, and his strength and constitution allowed him to take a martial profession. Being a soldier is at times a lucrative buisness and such people are always needed, so it was concluded. His parents knew the constable of the village and he supported Samuel to join the city guards.
The training was stupid and tiresome and not at all what Samuel expected. Samuel found himself often half-hearted and not with his full concentration on the job, which more than once found the disapproval of his supervisors.
He retreated into his own world and started to read. He especially liked the stories about elves and the way they merge swordplay with arcane art, and wanted to know more about it. The sergeant scoffed about his questions and said magic is something for absent-minded bookworms in their ivory towers, before he assigned him to an extra shift night guard to clear his head. Unfortunately, this rather had the opposite effect.
In one lucky occasion he (and his patrol mates) managed to save an half-elven wizard from the ill-doing of some thugs that broke into his appartment. Impressed by the rather unusual (for a guard) curiosity and intelligence, they became friends. Samuel started to spend most of his spare time with Alvatar, the elven wizard, to learn more about elves in general and the art of magic in special. At one point he quit the city guard and became something like Alvatars scholar.
Some years ago Alvatar couldn't support him anymore, and he also said that his presence was needed elsewhere, where he needed to go alone, and that they must part ways for a while. That was, when Samuel started to rent his skills and knowledge to people willing to pay him and became an adventurer. As some kind of leaving present, Alvatar gave him, apart from some self-made scrolls, a pearl which, according to him, would increase his spellcasting potential.
He looks back to quite some events during his adventurous career, of which one of the highlights definetly was the exploration of an almost forgetten dungeon with some fellow adventurers. That was also where he got the magic spiked chain and learned how to use it.
A couple of days ago he went to visit his parent's (or rather now his brother's) farm to share some stories and leave some 'found' gold pieces to support his family. But the village was in riot. A tobacco farm not far from the village had been pillaged by huge creatures from the mountains. Smoke and blood and no survivors. The villagers were afraid that they would be next. Messengers had been sent to the city and the dwarven settlement but no news had arrived yet. Somebody had to investigate and find out what was behind it and if they were in acute danger. Of course Samuel volunteered to look into it and soon was on his way.

Gizmo, Weasel, Familiar lvl3
Tiny Magical Beast
Hit Dice:4 HD (15hp)
Initiative:2
Speed:20 ft. (4 squares), climb 20 ft.
Armor Class:16 (+2 size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:+2/-10
Attack:Bite +6 melee (1d3-4)
Full Attack:Bite +6 melee (1d3-4)
Space/Reach:2-1/2 ft./0 ft.
Special Attacks:Attach
Special Qualities:Low-light vision, scent
Saves:Fort +5, Ref +4, Will +3
Abilities:Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills:Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats:Weapon Finesse, Improved evasion, Alertness (for master), Share spells, Empathic link, Deliver touch spells
Environment:Temperate hills
Organization:Solitary

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Lisa, Horse, Light
Large Animal
Hit Dice:3d8+6 (30 hp?)
Initiative:1
Speed:60 ft. (12 squares)
Armor Class:13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple:2/8
Attack:Hoof -2 melee (1d4+1*)
Full Attack:2 hooves -2 melee (1d4+1*)
Space/Reach:10 ft./5 ft.
Special Attacks:-
Special Qualities:Low-light vision, scent
Saves:Fort +5, Ref +4, Will +2
Abilities:Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills:Listen +4, Spot +4
Feats:Endurance, Run
Environment:Temperate plains
Organization:Domesticated or herd (6-30)
Challenge Rating:1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.

With Rider, saddle and equipment she carries about 275 pounds and so carries a medium load.


Chaos is ever-present, unavoidable, even necessary. Chaos is the way of time, the way of nature, the way of unthinking animals. Chaos will happen. But sentient, thinking beings do not need to help it along. Law is the effort of the civilized to slow chaos, to keep destruction at bay long enough so that thinking, dreaming, hoping, and loving can occur.

[This message has been edited by greywind (edited 12-10-2005 @ 02:33 AM).]

posted 10-14-05 03:33 PM EDT (US)     17 / 18  
Reposting Tankman's stats for my convenience:

Name: Tankman
Race: Dwarf
Class: level 4 Fighter
Character level 4
Characters languages: Dwarven, Common, Grue-ish

Abilities:
Strength: 20 (+5)
Dexterity: 13 (+1)
Wisdom: 8 (-1)
Intelligence: 9 (-1)
Constitution: 16 (+3)
Charisma: 11 (+0)

HP: 52 (10x4 + 3x4)
AC: 23 (10 + 13 armor, no dexterity bonus because of armor)

Saves:
Reflex: 2 (1 class + 1 dexterity)
Fortitude: 7 (4 class + 3 Constitution)
Will: 0 (1 class – 1 Wisdom)

Feats:
Weapon Specialization: (2 handed axe)
Weapon focus: (2 handed axe)
Power Attack
Cleave
Great Cleave

Equipment:
Tank-Man Hat +2 (Protects head and shoots toothpicks, armor bonus don’t stack with bonus from Ridiculous Armour), Ridiculous Armour +4 (Very protective and even more limiting to mobility, super heavy full plate +4, adds 13 (9+4) to AC, no dexterity bonus and has an armor check penalty of 10), Surreal axe +0 (Very large; No bonus to likelihood of attack, does huge amounts of damage, adds 2D4 extra physical damage), Heavy gloves of the Ogre (+2 strength)

Attack bonus:
Surreal axe: +10 (4 class + 5 strength + 1 feat)

Damage:
Surreal axe: 1D12+9+2D4 (+7 strength + 2 feat + 2D4 special weapon)

Special Abilities:

Race:
Darkvision:
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.

Class:
3 Fighter Bonus feats

Speed (I assume this is standard):
Base speed (move action) 20 feet
Double move (full round action) 40 feet
Charge (full round action, ends with an attack, move in straight line only,+2 attack -2 AC) 40 feet
Run (move action, move in straight line only, no dex bonus to AC) 30 feet
Run (full round action, move in straight line only, no dex bonus to AC) 60 feet


Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one elf (edited 10-16-2005 @ 03:49 PM).]

posted 12-14-05 01:05 PM EDT (US)     18 / 18  
*bumb*

(so that we can level)


-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Final Characters for the Giant Trilogy
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