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Topic Subject: Treasure Hunt – Character Thread.
posted 03-12-06 07:49 PM EDT (US)   
When your character is finished copy him to this thread. Please don’t make any other posts on this tread than the one with your character.

Standard equipment pack I (5 gp), 11.5 lb
Backpack
Bedroll
Flint and steel
1 torch
3 days of trail rations
1 Sack

Standard equipment pack II (8 gp), 30 lb
Backpack
Bedroll
Flint and steel
2 torches
5 days of trail rations
50 feet of hempen rope
Whetstone
2 Sacks
Waterskin

Standard equipment pack III (35 gp), 50 lb
Backpack
Bedroll
Flint and steel
Lantern, bullseye
5 pints of oil
5 days of trail rations
50 feet of silk rope
Whetstone
2 Sacks
Waterskin
Crowbar
Spade
Hammer
Grappling hook


Kris Lighthawk
Creator of Lighthawk's mod
Replies:
posted 03-12-06 07:51 PM EDT (US)     1 / 8  
Turock Ironfoot

Race: Dwarf
Character level 5
Classes: Fighter level 2 / Cleric level 3
Langue: Common, Dwarven, Goblin
Alignment: Neutral Good
Deity: Prays to various goods in the dwarven Pantheon

Abilities:
Strength: 14 (+2) (6 points used)
Dexterity: 10 (-) (2 points used)
Constitution: 18 (+4) (8 points used to bring con to 16 +2 racial adjustment =18)
Intelligence: 12 (+1) (4 points used)
Wisdom: 15 (+2) (6 points used +1 point for level 4)
Charisma: 12 (+1) (6 points used to bring cha to 14 -2 racial adjustment =12)

Hp: 51 (10(fighter)+6(fighter+5x3(cleric)+4x5(con)=51)
AC: 22 (10+9(armor)+2(shield)+1(amulet)=22)

Saves:
Fortitude: +10 (3 fighter +3 cleric +4 con) (+2 against spells and spell-like effects) (+2 against poison)
Reflex: +3 (1 cleric +2 LR) (+2 against spells and spell-like effects)
Will: +5 (3 cleric +2 wis) (+2 against spells and spell-like effects)

Feats:
Level 1: Lighting reflexes
Level 3: Extra turning
Fighter level 1: Power attack
Fighter level 2: Cleave


Carrying capacity: Light load: 58 lb or less, medium load: 59–116 lb, heavy load: 117–175 lb.

Equipment: 138 lb (86 lb without backpack)
+1 magic full plate mail(2650 gp), 50 lb
Masterwork heavy steel shield(170gp), 15 lb
+1 magic dwarven waraxe(2330 gp), 8 lb
Masterwork warhammer ((312 gp), 5 lb
Masterwork light crossbow(335 gp), 4 lb
30 crossbow bolts (3 gp), 3 lb
Amulet of natural armor +1
Wand of cure light wounds (44 charges) (750 gp), 0 lb
scroll of cure moderate wounds (150 gp), 0 lb
Scroll of bless (25 gp), 0 lb
Scroll of Shield of faith (25 gp), 0 lb
Scroll of protection from evil (25 gp), 0 lb
Rune bone of protection from good (25 gp)
Rune bone of bull’s strength (150 gp)
1 holy symbol, silver (25 gp), 1 lb
Standard equipment pack III (35 gp), 50 lb
2 sunrods (4 gp), 2 lb
9 silver rings (18 gp)
4 citrines (poor quality) (120 gp)
Coins worth 143 gp


Base attack/grapple +4/+6 (2 fighter +2 cleric/base +2 str)

Single Attack:
+1 magic dwarven waraxe: +7 (4 base +2 str +1 magic), 1d10+3 damage, critical x3 or
Masterwork warhammer: +7 (4 base +2 str +1 MW), 1d8+2 damage, critical x3 or
Masterwork light crossbow: +5 (4 base +1 MW), 1d8 damage, critical 19-20/x2
Touch attack (spell): +6 (4 base +2 str)

Full attack:
Aimed shot with masterwork light crossbow: +7(4 base +1 MW +2 AS), 1d8 damage, critical 19-20/x2

Skills: (24 points, 15 fighter, 9 cleric)
Climb: 8 +2 (str) -5 (armor) = +5 (-1 with backpack)
Diplomacy: 5 +1 (cha) = +6
Intimidate: 5 +1 (cha) = +6
Jump: 2 +2 (str) -5 (armor) = -1 (-1 with backpack)
Knowledge (religion): 2 +1 (int) = +3
Spellcraft: 2 +1 (int) = +3

Race features:
+2 Constitution, –2 Charisma.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
Darkvision: Dwarves can see in the dark up to 60 feet.
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, 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.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
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 features (cleric):
Turn undead (8/day)

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

Domains:

Strength
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


Travel
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.

Base speed: 20 feet.
Double Move: 40 feet.
Run: 30 feet.
Full-round run: 60 feet.
Charge: 40 feet.

Description:
Turock Ironfoot looks like a typical Dwarf, but in reality he is far from typical. He has always found the orderly hardworking life that most dwarves live very boring, and from an early age he started to go on adventures. He is now 90 years old and although he returns to his clan and family now and then, he usually don’t stay there for long before he goes on another adventure. 10 years ago he rescued Zaaszee, a Lizardman who had been expelled from his tribe. Zaaszee has been his trusted friend and companion ever since.
Turock is a lot more charismatic, friendly and easygoing, than most dwarves, and he is reasonable wise as well. Becoming a cleric came natural to him, despite the fact that he was trained as a Fighter when he was young. Being fighters was a family tradition, but Turock is not exactly the traditional type.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-06-2007 @ 06:16 PM).]

posted 03-12-06 07:52 PM EDT (US)     2 / 8  
Zaaszee

Race: Lizardman (also called lizardfolk)
Character level 4 (level adjustment of 1)
Class: level 2 barbarian (+ 2 Lizardman HD)
Alignment: Neutral
Deity: None
Languages: Common, Draconic

Abilities:
Strength: 20 (+5)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 10 (-)
Wisdom: 12 (+1)
Charisma: 8 (-1)

Hp: 43 (8 race +5 race +7x2 barbarian + 4x4 con)
AC: 23 (10 +5 natural + 6 armor +2 dex)

Saves:
Fortitude: +7 (3 class + 4 con)
Reflex: +5 (3 race + 2 dex)
Will: +1 (1 wis)

Feats:
Level 1: Power attack
Level 3: Cleave


Carrying capacity: Light load: 133 lb or less, medium load: 134 - 266 lb, heavy load: 267 - 400 lb.

Equipment: (104 lb)
+1 magic greataxe, 12 lb
+1 magic sling 0 lb
49 sling bullets, 25 lb
Masterwork Morningstar, 6 lb
+1 magic breastplate, 30 lb
Masterwork Longsword (4 lb)
Masterwork heavy steel shield (15 lb)
Breastplate (30 lb)
(large) masterwork greatclub (16 lb)
2 potions of cure light wounds
2 potions of shield of faith +2
1 potion of protection from evil
2 potions of enlarge person
4 potion of cure moderate wounds
Standard equipment pack II, 30 lb
2 lapis lazuli (good quality) (40 gp)
coins worth 223 gp (4 lb)

Base attack/grapple +3/+8

Single Attack:
+1 magic greataxe: +9, 1d12+8 damage, critical x3 or
Masterwork morningstar: +9, 1d8+7 damage, critical x2 or
Claw: +8, 1d4+5 damage, critical x2 or
+1 magic sling: +6 1d4+6, critical x2

Full attack
+1 magic greataxe/bite: +9/+3, 1d12+8/1d4+2 damage, critical x3/x2
Masterwork morningstar/bite: +9/+3, 1d8+7/1d4+2 damage, critical x2
Claw/claw/bite: +8/+8/+3, 1d4+5/1d4+5/1d4+2 damage, critical x2
Aimed shoot with +1 magic sling: +8 1d4+6, critical x2


Skills: 18 points (10 lizard, 8 barbarian)

Balance: 3 + 2 dex +4 race -3 armor = 6
Climb: 4 + 5 str - 3 armor = 6
Jump: 3 + 5 str + 4 race -3 armor = 9
Swim: 4 + 5 str + 4 race -6 armor = 7
Survival: 4 +1 wis = 5

Race features:
+2 Strength, +2 Constitution, -2 Intelligence.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
Racial Feats: A lizardfolk's humanoid levels give it one feat..
+5 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Level adjustment +1.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Class features:
Fast movement +10 ft
Illiteracy
Rage 1/day
Uncanny dodge

Base speed: 30 feet.
Double Move: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.
Charge: 60 feet

Description:
Zaaszee is a massive Lizardman, who stands a little beyond 7 feet tall. Even without any armor or weapons he would be a fearsome enemy. In his magic breastplate and with his greataxe strapped to his back, he is not one you would want as your enemy. He is not very talkative and will let his friend Turock do most of the Talking. He don’t trust strangers and his friendship is not easy to gain, but has he first recognized you as a friend, he will defend you with his life. Zaaszee is not particular intelligent, but he is far from stupid and can be pretty cunning when he needs to.
Zaaszee grew up in a tribe where the leaders had turned to worship of an evil god. Not happy with the tribe’s evil ways Zaaszee became rebellious and was finally expelled after having helped some human prisoners escape. He then managed to survive alone in the wilderness for several years, but one day he ran into a gnoll hunting party. The attacked him, and although he fought bravely and managed to kill most of the gnoll, he was heavily wounded and lost consciousness. But right before the darkness took him, he saw a dwarf running towards him. He woke by Turock healing him. Owing Turock his life, he vowed to be his guardian. Turock was not too happy to have a Lizardman with him at all times, but after some time he accepted Zaaszee, and they became close friends.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-18-2007 @ 10:55 AM).]

posted 03-13-06 07:00 PM EDT (US)     3 / 8  
Name: Rane Valnor
Race: Aasimar
Class: Monk
Character Level: 4th
Languages: Common, Celestial, Elven
Alignment: Lawful Neutral
Deity: Heironeous

Ability Scores:
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 18 (+4)
Charisma: 12 (+1)

HP: 31 (8 class + 2 con = 10 + (4 + 3) x 3 = 31)
AC: 20 (10 + 4 dex + 4 wis + 1 bracers of armor +1 + 1 amulet of natural armor +1)

Saves:
Reflex: +8 (4 class + 4 dex)
Fortitude: +6 (4 class + 2 con)
Will: +8 (4 class + 4 wis) (+10 against enchantments)

Feats:
Weapon Finesse
Weapon Focus (unarmed strike)
Stunning Fist (4/day, DC 16 Fort or stun for 1 round)
Improved Unarmed Strike
Combat Reflexes (4 attacks of opportunity/round)

Attack Bonuses:
Unarmed Strike: +8 (3 base + 4 dex + 1 weapon focus) Crit x2
Shuriken: +7 (3 base + 4 dex) Crit x2

Full Attack:
Unarmed Strike: +6/+6 (3 base + 4 dex + 1 weapon focus - 2 flurry of blows) Crit x2
Shuriken: +5/+5 (3 base + 4 dex - 2 flurry of blows) Crit x2

Damage:
Unarmed Strike: 1d8+3 (3 str)
Shuriken: 1d2+3 (3 str)

Equipment:
Shurikens (20) [10 lbs], waterskin [4 lbs], 1 day's Trail Rations [1 lb], bedroll [5 lbs], flint & steel, 3 torches [3 lbs], 50 feet of silk rope [5 lbs], gloves of dexterity +2, bracers of armor +1 [1 lb], amulet of natural armor +1, boots of elvenkind [5 lbs], 9 potions of cure light wounds [1 lbs], 9 potions of Mage Armor [1 lbs], sack (for the 18 potions)[1 lb].
Weight: 37 lbs (light)

Light load: 76 lbs or less
Medium load: 77-153 lbs
Heavy load: 154-230 lbs

Gold (left over): 31 gp

Skills: (skill pts: 40)
Balance: +7 (1 pts + 4 dex + 2 synergy)
Climb: +8 (4 pts + 4 dex)
Concentrate: +4 (0 pts + 4 wis)
Diplomacy: +4 (3 pts + 1 cha)
Escape Artist: +8 (4 pts + 4 dex)
Hide: +8 (4 pts + 4 dex)
Jump: +15 (5 pts + 4 dex + 2 synergy + 4 speed)
Knowledge (arcana): +1 (1 int)
Knowledge (religion): +1 (1 int)
Listen: +8 (2 pts + 2 race + 4 wis)
Move Silently: +11 (2 pts + 4 dex + 5 boots of elvenkind)
Perform (dance): +4 (4 wis)
Sense Motive: +6 (2 pts + 4 wis)
Spot: +8 (2 pts + 2 race + 4 wis)
Swim: +5 (1 pt + 4 dex)
Tumble: +11 (5 pts + 4 dex + 2 synergy)

Special Abilities (Aasimar):
Darkvision 60 feet. Resistance 5 to acid, cold, & electricity. Daylight 1/day (caster lvl 4th).

Special Abilities (monk):
Ki strike (magic). Slow fall 20 feet. Base speed +10. Evasion, Flurry of Blows (-2/-2), Still Mind (+2 against enchantments).

Base speed: 40 feet.
Double Move: 80 feet.
Run: 80 feet.
Full-round run: 160 feet.
Charge: 80 feet.

Physical Description:
An Aasimar and thus part celestial, Rane's destictive feature is his long silver hair, which is worn in a half pony tail. He is of medium height and is muscular with bold features and silver eyes that match his hair.

Having no use for armor, Rane wears a thin white tunic with his amulet tucked inside to keep it from getting in the way. His bracers are visible on the outside of his tunic and his boots are fully visible. He appears to be constantly alert, exuding a presence that adds to the force-field produced from his bracers.

He's always confident and controlled, speaking little but firmly.


Rane Valnor, Aasimarian monk.

[This message has been edited by Rane Valnor (edited 04-22-2006 @ 03:29 PM).]

posted 03-14-06 12:10 PM EDT (US)     4 / 8  
Name: Morgalad
Species: Corvus corax (Animalia:Chordata:Aves:Passeriformes:Corvidae)
Sex: Male
Age: 11 (yes, that's an adult)
Level: 5 (2 Awakened Raven, 3 Rogue)
Alignment: Neutral Good
Languages: Common, Raven, Elvish, Sylvan


Str: 6 (-2)
Dex: 22 (+6) [+1 with 4 HD]
Con: 12 (+1)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 12 (+1)

HP: 31/31
AC: 19 (+2 Size, +6 Dex, +1 natural armor), 19 versus traps

Fort: +5 (+1 Con, +3 Magical Beast, +1 Rogue)
Reflex: +12 (+6 Dex, +3 Magical Beast, +3 Rogue)
Will: +4 (+3 Wis, +1 Rogue)

Skills:
Listen 7 (+10)
Spot 7 (+10)
Hide 5 (+19)
Move Silently 5 (+19)
Diplomacy 3 (+4)
Open Locks 5 (+11)
Sleight of Beak 3 (+11)
Survival 7 (+10)
Search 7 (+10)
Use Magic Device 8 (+8)
Appraise 1 (+6)

Feats:
Weapon Finesse (Beak)
Hover

Racial abilities:
Natural attack: beak 1d2 damage (piercing)
Speed: 10 feet (walk); 50 feet (fly; average manuverability)
Tiny size: +2 attack, +2 AC, 1/2 carrying capacity, -8 on grapple checks, +8 to Hide and Move Silently. Must move into the same hex as an opponent in order to flank (he can still be behind an opponent, even if close enough to be in the same hex). Naturally, the opponent must be either unaware of Morgalad, threatened by a melee attack from Morgalad's ally, or not expecting to get attacked by a raven.
Very limited use of items: can use only one amulet, one headband or circlet (of appropriate size) two rings, can use wands, but not scrolls (at least, not in combat).

Class abilities:
Trapfinding
Evasion
Sneak attack (+2d6)
Trap Sense (+1)


Attack: Beak +11 melee (+2 size, +6 Dex, +2 Rogue, +1 Magical Beast)
Damage: Beak 1d2 - 2 (-2 Str)
Special damage: Sneak attack +2d6

Inventory:

Ring of Minor Image - a gift from Toris, this ring allows Morgalad to cast Minor Image twice per day at third-caster level. If the image is of Toris, Majendell, or Alethiel, Morgalad can have the illusion react in a realistic fashion to real stimulus, i.e. getting struck with a weapon. Creatures who interact with such an image are of course entitled to a saving throw, but the illusion shows apparent injury in response to taking damage instead of simply disappearing. Naturally, Morgalad has to concentrate in order to maintain this illusion.

Amulet of natural armor +1 - a gift from Alethiel, worn about his neck and under his feathers.

All of these items are inconspicuous without a very high DC spot check (maybe the DC to spot Morgalad +10 or something). Most people assume Morgalad to be nothing more than an ordinary raven.

Biography:

Note: All experience levels of characters in Morgalad's biography are current to when Morgalad last saw them. If they are still alive, it is not impossible that their levels are higher now.

Morgalad was once the animal companion of an Elven Druid by the name of Alethiel (Elf female Druid 5). Wishing more for her friend, she arranged for the raven to be awakened so that he might learn more skills on his own that he could put to use for the wonder of the natural world. The two of them travelled together for some years, as Morgalad had been Alethiel's companion since shortly after he left the nest.

Two years ago, Morgalad and Alethiel were travelling through the arid conifer forests when they were set upon by orc-kin soldiers of a vampire wizard they had been tracking, and were separated in the fight. He found her again beset by many foes, but before he could reach her, he saw her fall to their weapons. They left her body to rot on the forest floor, and Morgalad came to her and stood on her lifeless chest in sadness, wondering if he would ever know so kind and brave a priestess of life again. He did not eat any of the carrion that day, not even any of the orc-kin that Alethiel did fell before being taken down herself, and he left with sadness and anger, determined to carry on, believing it to be what Alethiel would have wanted anyway.

Morgalad has had several misadventures in the mean time. He rarely managed to do anything substantial, since most people who would be friend and most who would be foe simply assume that he is a raven. He managed to get word of the situation in Zorryn only as he drifted in that direction anyway, and he hopes to find a party of at least some Druidic affiliation to reconfirm his service to the Order.

Despite that he saw her fall and stood upon her corpse, Morgalad questions in his heart if Alethiel is truly dead. Something about her seemed not quite right when he found her carcass lying on the ground. He now wishes he had stuck around longer, but his grief was too much for him at the time. Although the two of them were alone when they were attacked, they had not been alone during the journey; a Human illusionist named Toris (Illusionist 5) and his wife Majendell (Expert 4), both friends of Alethiel. Morgalad hopes that the body he stood upon was merely an illusion of Alethiel created by Toris, and that she really managed to escape with him and his wife. Indeed, Morgalad hopes that if she is still alive that their paths will cross again, but he does not count on it. As far as he knows, she is no longer.

-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 08-12-2007 @ 02:02 PM).]

posted 03-14-06 09:03 PM EDT (US)     5 / 8  

Name: SOLOMON'KARR HANNIATH (he calls himself "Karr")

Race:Human
Character level 5
Classes: Fighter level 2 / Cleric level 3
Langue: Celestial,Common, Orc, Dwarven,Giant,Elvish
Alignment: Chaotic Neutral
Deity:SHAUNDAKUL

Abilities:
Strength: 18 (+4) (10 points used, +4th lvl. adj.)
Dexterity: 16 (+3) (8 points used)
Constitution: 16 (+3) (8 points used)
Intelligence: 12 (+1) (4 points used)
Wisdom: 14 (+2) (6 points used)
Charisma: 8 (-1)

Hp: 56
AC: 20 (10,+6 armor,+3dex.,+1 natural armor amulet)

Saves:
Fortitude: +9 (3 fighter +3 cleric +3 con)
Reflex: +4 (1 cleric +3 dex.)
Will: +5 (3 cleric +2 wis)(+2 moral bonus, on enchantment spells and effects)

Feats:
Human bonus: Toughness(+3HPs,+1HP every 2 lvls.)
Level 1:weapon focus (+1 with greatsword)
Level 3:Cleave
Fighter level 1: Power attack
Fighter level 2:Toughness(+3HPs,+1HP every 2 lvls.)


Carrying capacity: Light load: 100 lb or less, medium load: 101-200 lb, heavy load: 201-300 lb.

Equipment: 110 lb
+2 magic chain shirt(4250 gp), 25 lb
+1 magic greatsword(2350 gp), 8 lb
Masterwork dagger(302 gp), 1 lb
Masterwork (+4str)longbow(800 gp), 3 lb
20 arrows (1 gp), 3 lb
+1 amulet of natural armor(2000gp)
1 scrolls of cure light wounds (25gp), 0 lb
2 Scrolls of Shield of faith (50 gp), 0 lb
1 holy symbol, silver (25 gp), 1 lb
Standard equipment pack III (35 gp), 50 lb
2 sunrods (4 gp), 2 lb
bright blue gem: Deep blue spinel, 400 gp
small clear blue gem: Blue sapphire, 500 gp
white pearl: 100 gp
Heavy gold necklace: 400gp 2lbs
2 x rune bones of cure light wounds: 100 gp
Potion of invisibility: 300 gp
10 + 695 = 705gp 15lb

Base attack/grapple +4/+8 (2 fighter +2 cleric/base +4 str)

Single Attack:
+1 magic Greatsword: +10(4 base +4 str +1 magic +1 feat), 2d6+7damage, critical,19-20 x2 or
Masterwork Dagger: +9 (4 base +4 str +1 MW), 1d4+4 damage, critical,19-20 x2 or
Masterwork (+4str) composite long bow: +8 (4 base +3 dex.+1 MW), 1d8+4 damage, critical x3
Touch attack (spell): +8 (4 base +4 str)

Full attack:
Aimed shot with masterwork (+4str) composite long bow: +10(4 base +3dex. +1 MW +2 AS), 1d8+4 damage, critical x3

Skills: 32 points (15 fighter, 9 cleric,+8 human bonus)
Climb:......+4 (1 rank,+4str,-1acp)
Jump:....... +4 (1 rank,+4str,-1acp)
Ride:....... +4 (1 rank,+3dex)
Swim:....... +3 (1 rank,+4str,-2acp)
Spot(bonus):.+6 (4 rank,+2wis)
Spellcraft:..+6 (5 rank,+1int)
Concentrate: +3 (1 rank,+2wis)
Heal:....... +3 (1 rank,+2wis)
Knowledge(rel.): +6 (5 rank,+1int)
Survival(domain bonus): +7 (5 rank,+2wis)
Sence motive(bonus): +6 (4 rank,+2 wis)
languages:.........3 rank


Class features (cleric):
Turn undead (2/day)

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

DOMAINS:

TRAVEL DOMAIN:
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.

LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Unbinding

MOVEMENT
Base speed: 30 feet.
Double Move: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.
Charge: 60 feet.


People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 02-17-2007 @ 10:46 AM).]

posted 03-14-06 11:36 PM EDT (US)     6 / 8  
Name: Nershat
Race: Human
Class: Sorcerer

Abilities:

Str: 8(-1)
Dex: 16(+3)
Con: 14(+2)
Int: 14(+2)
Wis: 12(+1)
Char: 19(+4)(1 at 4th level.)

Hp: 26
AC: 15

Languages:
Common, Goblin, Draconian.

Saves:
Fortitude: +3(+1 class, +2 con)
Reflex: +4(+1 class, +3 dex)
Will: +5(+4 class, +1 wis)

Feats:
Combat Casting
Persuasive
Craft Wonderous Item(I am keeping this feet)

Items:
Ring of Protection +1
5 scrolls of fireball
1 Light Crossbow
20 bolts
Ring of Sustenance
10 potions of cure light wound
Standar equipment pack1
Amulet of Natural Armor+1
Wand of Magic Missle(1st)
Wand of Light
258 gp

Carrying: 17.45, Light load 26 lbs. or less

Medium Load: 27-53, Hevy load: 54-80

Skills:

Bluff 8 + 4 cha + 2 feat = 14
Concentration 8 + 1 wis = 9 (13 when using defensive casting or when grabbling or pined)
Spellcraft 8 + 2 int = 10
Craft 8 + 2 int = 10
Knowledge (Arcana) 8 + 2 int = 10
Diplomacy 0+2(feat)+4(cha)= 6

Spells:

0level:Flare,Light, Acid Splash, Detect Poison, Detect magic, Daze
1st level: Magic Missle, Shield, Mage armor, Summon Creature 1,
2nd level: Acid Arrow, Scorching ray

Bio: Nershat does not know who his parents are. Nershat grew up in a small hut with a man who seemed to like putting him through impossible tasks. At one point he asked Nershat too melt a glass with his mind. A glob of acid hit the glass, and it melted. Nershat soon learned to be a sorcerer, earning much money but little renown by killing off a noble in a war between two nobles. He know heads for Zorryn order to gain that lost fame.


Normality is a myth, made up by people who are afraid of who they really are.~~~kypjargon
Winner of the Moff Award for Insight That Will Likely Get the Wearer Shot One Day
Dedicated RPer

[This message has been edited by Pacifica2 (edited 03-29-2006 @ 07:31 PM).]

posted 03-28-06 05:03 PM EDT (US)     7 / 8  
Name: Thorin Ore
Race: Dwarf
Class: Rouge
Character Level: 5
Languages: Common, Dwaven, Goblin,Gnome, Undercommon2d6
Alignment: Neutral


Ability Scores:
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 10 (-)

Hp=32
AC=17 (10, +3 Dex, +4 AC, magic studded leather)

Saves
Fortitude: +3 (+5 against spells and spell-like effects) (+5 against poison)
Reflex: +7 (+9 against spells and spell-like effects)
Will: +3 (+5 against spells and spell-like effects)

Light load: 58 lb or less, medium load: 59–116 lb, heavy load: 117–175 lb.

Equipment/107 lbs.67gp
  • +1 magic studded leather of silent moves +4 AC, no ACP, 20 lb, 4925 gp (special +5 to move silent skill)+1 magic, +5 competence bonus
  • double light crossbow +1 to attack, 1d8+1 damage (per bolt fired), 7 lb, 2400 gp
  • 10 Daggers 1d4 damage, 10 lb, 20 gp
  • 10 Darts 1d4 damage, 5 lb, 5 gp
  • 2 Belts for daggers/darts, 1 lb, 2gp
  • 5 Acid (flask),50 gp, 5 lb.
  • 3 Smokestick, 60 gp, 6 lb.
  • Climber’s kit,80 gp,5 lb. (+2 to climb)
  • Thieves’ tools, masterwork, 100 gp, 2 lb. (+2 to open lock and disable device)
  • 20 bolts, 10 gp, 10 lbs.
  • Masterwork Rapier 1d6 damage, 2 lb, 320 gp, +1 atack
  • Standard equipment pack II (8 gp), 30 lb
    Backpack
    Bedroll
    Flint and steel
    2 torches
    5 days of trail rations
    50 feet of hempen rope
    Whetstone
    2 Sacks
    Waterskin
  • 9 Black powered bombs, Max range 60 ft. Do 2d6 bludgeoning damage + 2d6 fire damage to everyone in a 10 ft radius (DC 12 reflex save for half damage). If also deafens everyone in a 20 ft radius for 2d4 rounds, unless they succeed on a DC 14 fortitude save. 9lb. 1800 gp.

    Skills
    Appraise (+8 rank, +3 int)= 11
    Disable Device (+8 rank, +3 int)= 11
    Hide (+8 rank, +3 dex)= 11(-3 in armor)
    Move Silently (+8 rank, +3 dex,+5 magic studded leather)= 16(-3 with backpack)
    Open Lock (+8 rank, +3 dex, Thieves’ tools masterwork +2 to open lock and disable device)= 13
    Listen (+8 rank, +2 wis)= 10
    Search (+8 rank, +3 int)= 11
    Spot (+8 rank, +2 wis)= 10
    Tumble (+8 rank, +3 dex)= 11(-3 with backpack)
    Use Rope (+8 rank, +3 dex)= 11
    Escape Artist (+8 rank, +3 Dex)= 11(-3 with backpack)

    Feats
    Exotic weapon Proficiency (Double crossbow)
    Quick draw

    Single attacks:
    +l magic double light crossbow (single shot): +7 (3 base + 3 dex + 1 magic), 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
    +l magic double light crossbow (double shot): +5 (3 base + 3 dex + 1 magic – 2 special) 2x 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
    Dagger (thrown): +6 (3 base + 3 dex), 1d4+2 piercing and slashing damage, critical 19–20/x2, RI 10 ft
    Dart: +6 (3 base + 3 dex), 1d4+2 piercing damage, critical x2, RI 20 ft
    Dagger (Melee): +5 (3 base + 2 str), 1d4+2 piercing and slashing damage, critical 19–20/x2
    Rapier: +6 (3 base + 2 str + 1 MW), 1d6+2 piercing damage, critical 18–20/x2
    Range touch attack: +6 (3 base + 3 dex), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft

    Full attacks:
    Aimed +l magic double light crossbow (single shot): +9 (3 base + 3 dex + 1 magic +2 aiming), 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
    Aimed +l magic double light crossbow (double shot): +7 (3 base + 3 dex + 1 magic – 2 special +2 aiming) 2x 1d8+1 piercing damage, critical 19–20/x2, RI 80 ft
    Aimed Dagger (thrown): +8 (3 base + 3 dex +2 aiming), 1d4+2 piercing and slashing damage, critical 19–20/x2, RI 10 ft
    Aimed Dart: +8 (3 base + 3 dex +2 aiming), 1d4+2 piercing damage, critical x2, RI 20 ft
    Aimed Range touch attack: +8 (3 base + 3 dex +2 aiming), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
    (Two weapon attacks, main hand/off hand, attack penalties -4/-8, off hand only gets ½ str bonus on damage):
    Dagger/dagger (thrown): +2/-2, 1d4+2/1d4+1 piercing and slashing damage, critical 19–20/x2, RI 10 ft
    Dart/dart: +2/-2, 1d4+2/1d4+1 piercing damage, critical x2, RI 20 ft
    Rapier/dagger (melee): +2/-3 1d6+2 piercing damage/1d4+1 piercing and slashing damage, critical 18–20/x2/19–20/x2


    Race features (dwarf):
    +2 Constitution, –2 Charisma.
    Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
    Darkvision: Dwarves can see in the dark up to 60 feet.
    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, 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.
    Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    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 features (rogue):
    Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
    Sneak attack: +3d6 damage. This damage can be added to any attack where you enemy can’t react to your attack (because he is flatfooted, can’t see you or is immobilized) or because you are flanking him (attacking from the exact opposite direction from an ally that poses a Melee threat).
    Sneak attack damage can also be added to a back shot (see Giant Trilogy rules)
    Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    Trapfinding
    Evasion: Take no damage on a successful reflex save if you normally would take half damage on a successful reflex save.
    Trap Sense: +1 on reflex saves and AC against traps
    Uncanny Dodge: Don’t lose dexterity bonus to AC when flatfooted or unable to see an enemy.


    Thorin’s Speed:
    Base speed: 20
    Double move: 40
    Run: 40 (30 with backpack)
    Full round run: 80 (60 with backpack)
    Charge: 40

    RI:
    The range increments (RI) are 10 feet, a thrown weapon can be thrown at a maximum range of 5 x RI, so the max range for a dagger is 50 feet. You do however talk a -2 penalty on attack for every 10 feet you throw them, so at 50 feet you take a -10 penalty on the attack roll. (5 feet: no range penalty, 10-15 feet: -2, 20-25 feet: -4, 30-35 feet: -6 40-45 feet: -8, 50 feet: -10)

    You will need to make a ranged touch attack, that is a ranged attack that ignore the armor bonus to AC of the target (in this case that reduce the goblins AC to 12 (its “touch AC”)). You need a line of sight, so you need to step forward so you can actually see the goblin.
    The acid flask does 1d6 damage if it hits and 1 point of (splash) damage if it misses.
    I would recommend that you wait until the goblin is actually climbing, that may make him fall off the wall and take falling damage if he fall 10 feet or more.
    You may also want to save your acid flasks to use against enemies that are difficult to damage with normal weapons…


    Caltrops

    Caltrops can be thrown 20 feet

    2 lb of Caltrops can cover a 5 foot square.

    In a standard action a character can cover one 5 foot square, in a full round he can cover two 5 foot squares.

    The caltrops will “attack” anyone that steppes into their area, but don’t worry about that, as I will make the Attack roll if I move anyone into such an area. (the chance of a hit will usually be between30 % and 60%)

    A hit does only one point of damage, but it the important thing is that it slows the creature’s speed to half normal speed.



    Demos "The Titain of Dread"
    It is said that humans use only 10% of there brain....whos useing the other 90%?

    "only when you die will allotment knowledge be gain, for when you die you will know how to live."

    "The real battle is for your mind."

    [This message has been edited by DemosCell (edited 10-19-2006 @ 07:54 PM).]

  • posted 04-05-06 07:18 PM EDT (US)     8 / 8  
    Name: Tarok ohre
    Race: Dwarf
    Class: Rouge-4/fighter-1
    Sex:male
    Alignment:Nuetral
    laungeages:common,dwaven,undercommon

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

    hp= 29

    AC= 18 (10 + 3 dex + 5 armor)


    Light : 100 lb or less, medium : 101-200 lb, heavy : 201-300 lb.
    Equipment 65 gp left 181 lbs


    • +1 magic mithral chain shirt of shadow +5 AC, no ACP, 12.5 lb, 6000 gp (special +5 to hide skill)
    • Bag of Devouring Price n/a.
    • 5 Smokestick, 100 gp, 10 lb.
    • Climber’s kit,80 gp, 5 lb. (+2 to climb)
    • 2 masterwork [+1 atk] Waraxe, dwarven, 60 gp, 1d10, 16 lb.
    • 2 Crossbow, hand 100 gp, 1d4, 30 ft, 2 lb
    • Thieves’ tools, 50gp
    • 15 Alchemist’s Fire, 300 gp, 15 lb.
    • Ram, Portable, 10 gp, 20 lb.
    • amazing Lock, 1 lb.
    • 50 Caltrops, 50gp, 50 lb.
    • Standard equipment pack III (35 gp), 50 lb
      Backpack
      Bedroll
      Flint and steel
      Lantern, bullseye
      5 pints of oil
      5 days of trail rations
      50 feet of silk rope
      Whetstone
      2 Sacks
      Waterskin
      Crowbar
      Spade
      Hammer
      Grappling hook
    • 10 Black powder bomb, Max range 60 ft. Do 2d6 bludgeoning damage + 2d6 fire damage to everyone in a 10 ft radius (DC 12 reflex save for half damage). If also deafens everyone in a 20 ft radius for 2d4 rounds, unless they succeed on a DC 14 fortitude save. 9lb. 1800 gp. 10lb. 2000 gp.


      Skills

    • Bluff (+8 rank, +3 cha)= 11
    • Climb (+6 rank, +4 str)(+2 to climb)= 12 (-3 in armor)
    • Hide (+4 rank, +3 dex,+2 feat, magic mithral chain shirt of shadow +5)= 14 (-3 in armor)
    • Move Silently (+8 rank,+2 feat,+3 dex)= 13 (-3 in armor)
    • Diplomacy (+7 rank, +3 cha)= 10
    • Intimidate (+8 rank, +3 cha)= 11
    • Sleight of Hand (+8 rank, +3 Dex)= 11 (-3 in armor)
    • Use Magic Device (+7 rank, +3 cha)= 10
    • Tumble (+8 rank, +3 dex)= 11 (-3 in armor)
    • Use Rope (+4 rank, +3 dex)= 7
    • Escape Artist (+4 rank, +3 Dex)= 7 (-3 in armor)


      Feats
      TRACK

    • Stealthy
    • 2-weapon fighting

    Single attacks:
    Hand crossbow: +7 (4 base + 3 dex) 1d4 piercing damage, 19–20/x2, RI 30 ft
    Range touch attack: +7 (4 base + 3 dex), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
    Masterwork Dwarven waraxe: +9 (4 base + 4 str + 1 MW) 1d10+4 slashing damage (1d10+6 if used in both hands), critical x3

    Full attacks:
    Aimed Hand crossbow: +9 (4 base + 3 dex +2 aiming) 1d4 piercing damage, 19–20/x2, RI 30 ft
    Aimed Range touch attack: +9 (4 base + 3 dex +2 aiming), (use this for attacks with acid and a alchemist fire), critical x2, RI 10 ft
    (Two weapon attacks, main hand/off hand, attack penalties -4/-4, off hand only gets ½ str bonus on damage):
    Masterwork Dwarven waraxe/Masterwork Dwarven waraxe: +5/+5, 1d10+4/1d10+2 slashing damage, critical x3


    [This message has been edited by Tarok (edited 05-02-2006 @ 08:05 PM).]

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