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Topic Subject: The Jade Warrior Character Thread
posted 11-26-06 10:22 PM EDT (US)   
This is the character thread for the Jade Warrior roleplay. Please post all characters here.

Character creation rules:

All characters should be posted in the character thread (which will be up shortly). Each player may create up to two characters, one of whom will be their primary character, and the other of whom will be a secondary/additional/accessory character who will accompany the quest part of the way. Characters require the following ingredients:

Name
Race
Sex
Physical appearance
Clothing
Biography
Mechanics
NPCs

Please see the Planning thread for further changes/rules adjustments.


-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
Replies:
posted 11-29-06 06:19 PM EDT (US)     1 / 20  
Name: Corim Nailo, son of Aust
Race: Elf
Sex: Male
Class: Duskblade 8
Deity: Corellon Larethian
Languages: Elven, Common, Orc, Goblin, Giant
Alignment: Chaotic Good

Abilities:
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: (average 15 (+2))
-Health: 16 (+3)
-Ruggedness: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 12 (+1)
Charisma: (average 9 (-1))
-Magnetism: 10 (+0)
-Potential: 8 (-1)


Hit Points: 65 (wounds threshold 22)
AC: 25 (10 + 3 dex + 7 armor + 4 shield + 1 natural)

Saves:
Fortitude: +9 (6 class + 2 con + 1 magic)
Reflex: +6 (2 class + 3 dex + 1 magic)
Will: +8 (6 class + 1 wis + 1 magic) (+2 vs enchantments)

Feats:
Combat Casting (bonus)
Quick Draw (from ring)
Combat Expertise
Improved Trip
Exotic Weapon Proficiency (bastard sword)

Equipment:
+2 bastard sword, +1 Mighty Composite Longbow (+4 strength bonus), +2 Lightsilver (Mithral) Breastplate, +2 heavy darkwood shield, Headband of Intellect +2, Gauntlets of Ogre Power, Amulet of Natural Armor +1, Cloak of Resistance +1, potion of Keen Edge, Quiver of 20 arrows, spell component pouch, knife, Ring of Sudden Striking (Great Magic, grants Quick Draw feat), coins worth 1276 gp, 3 sp, and 3cp.

Attacks:
+2 bastard sword: +14 (8 base + 4 str + 2 magic) crit 19-20/x2
+1 Longbow: +12 (8 base + 3 dex + 1 magic) crit 20/x3

Damage:
+2 bastard sword: 1d10+6 (4 str + 2 magic)
+1 Longbow: 1d8+5 (4 str + 1 magic)

Base Speed: 30 feet

Skills: (66 pts)
Climb: +6 (3 pts + 4 str - 1 armor check)
Concentration: +5 (1 pt + 4 int)
Decipher Script: +9 (5 pts + 4 int)
Jump: +8 (5 pts + 4 str - 1 armor check)
Knowledge (nobility and royalty): +9 (5 pts + 4 int)
Knowledge (history): +9 (5 pts + 4 int)
Knowledge (local): +9 (5 pts + 4 int)
Knowledge (geography): +9 (5 pts + 4 int)
Knowledge (arcana): +9 (5 pts + 4 int)
Knowledge (war): +9 (5 pts + 4 int)
Ride: +5 (2 pts + 3 dex)
Sense Motive: +12 (11 pts + 1 wis)
Spellcraft: +11 (5 pts + 4 int + 2 synergy)
Swim: +5 (3 pts + 4 str - 2 armor check)

Synergy: +2 to avoid getting lost, +2 on Diplomacy, +2 on Gather Information.
Elf: +2 on Search, Spot, and Listen (+6 in Search, +3 in Spot and Listen).

Special Abilities (elf):

Low-light vision, automatic search check near hidden doors, +2 on saves against enchantments, immunity to sleep.

Special Abilities (duskblade):

Arcane Attunement: (7/day pool, spell-like abilities: dancing lights, detect magic, flare, ghost sound, read magic).
Armored Mage: No spell failure wearing up to medium armor and heavy shields.
Arcane Channeling: As a standard action, may cast a spell with range of touch and attack, chanelling the effect through his sword.
Quick Cast 1/day: Cast any standard-action spell as swift action.
Spell Power: Is +2 to overcome SR of any creature wounded with duskblade's sword.

Spells per Day:
Cantrips: 6
1st: 8
2nd: 7

Spells Known:
Cantrips: acid splash, disrupt undead, ray of frost, touch of fatigue.
1st: blade of blood*, shocking grasp, Kelgore's fire bolt*, stand*, color spray.
2nd: dimension hop*, stretch weapon*, swift fly*, ghoul touch.

*discussed at end of character sheet

Save to resist spells: DC 14

Physical appearance:
Corim is a tall, unusually broad-shouldered elf, standing at 6'1". He is bold and stern in appearance, his brow broad and his long, golden hair pulled strictly back from his face. He has a piercing gaze and a broad jaw (for an elf).

Clothing:
Being the head of the city guard, he is rarely seen in anything but his perfectly-fit, silver magical battlearmor and black magical cloak, but when he's not on duty, he commonly is found wearing almost-formal clothing of modesty that provides an accent to his orderlyness and almost-intimidating mix of grace and pride. These clothes are usually green and plain, with a brown belt and green or brown pants. He always wears black boots and typically wears a pair of black gloves, which go over his ornate bracers when he's in armor.

Biography:
Corim has spent his entire life among the elves of his home city, working and training. He is the head of the city guard and an important member of the town's militia, having much combat experience in their employ, taking part in escort missions and military excursions and defenses.

He is one of the princess' one-time classmates and now guardian. He serves her directly whenever possible, offering advice or lending a hand. When she travels, he travels with her to protect her, not officially holding the title of bodyguard, but assuming that role when he can. He respects her greatly and would gladly put his life on the line protecting her and seeing to her wishes. Of course, this is partially at her expense--she doesn't want to be treated preferentially, though he treats her in such a way.

NPCs:
Corim's family resides in the city, and he has a father named Aust, who has a passion for swordplay, a mother named Lia, who studies arcane magic, and two younger brothers, both in the city militia under him, named Tharivol and Laucian.

Beyond them, all his friends are soldiers or arcane spellcasters in the militia, and thus are under his charge. He is treated with respect by all, but he has been known to have extended meetings with new recruits to learn about them, so he generally knows everyone at least a little bit.

Of course, the princess Aimienna is a friend of his as well, as well as her husband, Garin the Valiant, whom he respects for his adventuring experience and martial abilities.

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


Spells not in the Player's Handbook:

Blade of Blood
Transmutation
Components: V,S
Casting Time: 1 swift action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level or until discharged
Saving Throw: None
SR: No

The next time the touched weapon strikes a living creature, the spell discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 points of damage to make the weapon deal an extra 3d6 points of damage instead.

Kelgore's fire bolt
Conjuration/Evocation (fire)
Components: V,S,M
Casting Time: Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Save: Reflex half
SR: partial

The spell does 1d6/level of fire damage (max 5d6). If you fail to overcome a creature's SR, the spell still does 1d6 points of fire damage from the heat and force of the impact of the orb.

Stand
Conjuration (Teleportation)
Components: V,S
Casting Time: 1 immediate action
Range: Close (25 ft + 5 ft/2 levels)
Target: One willing prone creature
Duration: Instantaneous
Save: Will negates (harmless)
SR: Yes (harmless)

The subject creature immediately stands without provoking attacks of opportunity.

Dimension Hop
Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will negates
SR: Yes

You instantly teleport the target creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight.

Stretch Weapon
Transmutation
Components: V
Casting Time: 1 swift action
Range: 0 ft
Target: Melee weapon wielded
Duration: One attack
Save: Will negates (harmless, object)
SR: Yes (harmless, object)

The affected weapon stretches, extending towards its target, though it can be wielded normally. The spell adds an additional 5 feet of reach to a melee weapon for a single attack.

Swift Fly

As fly, except with a casting time of 1 swift action and a duration of 1 round.

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 04-05-2008 @ 09:25 AM).]

posted 12-02-06 11:42 AM EDT (US)     2 / 20  

Name: Ammeen-Addab Sandrunner
Race: Half-Giant
Sex: Male
Class: (Ranger/2)--(Fighter/5)
Deity: ?
Languages:Common, Elven, Orc,
Alignment: Neutral

Appearance:

Ammeen-Addab is 7ft tall,Blue eyes,dark blonde hair, that is thick and pulled back into a pony tail(tied with a thin leather strip placed at the middle of the back of his neck) that hangs down to the middle of his back,his skin is bronze in color tanned from the sun,Ammeen is average looking,He normally has a set and determind look about him,he is calm and walks with a gracefull step for a person of his size,his face is clean of hair all except Ammeen sports a 3 point goatee.Ammeen usually has a thin cinnamon stick(about the size of a tooth pick)in his mouth as he enjoys the taste

Clothing:

Ammeen's cloak is light brown in color that he normally keeps over his shoulders(instead of pushed back as in battle) so it hangs around to his front so as to cover his (Mithral)armor and to conceal his large great sword as much as possable which hangs comfortably(because of his size) at his right hip.His bow is slung across his back and over the cloak.Ammeen's vestment,leggings,and leather boots match the color of his cloak,his cloak also covers his belt which holds his potions and wand,and his dagger is hidden somewhere in his clothing that is easily produced if needed


Abilities:
Strength: 18 - with(+2race)(+2item)
--muscle: 22 (+6)(with +4 racial bonus)
--fittness: 18 (+4)
Dexterity: 19 - with(-2race)(+2item)(+1 lvl adj)
--Agility: 18 (+4)
--Coordination: 20 (+5)
Constitution: 20 - with(+2race)(+2item)
--Health: 22 (+6)
--Ruggedness: 18 (+4)
Intelligence: 10
--Memory: 12 (+1)
--Insight: 8 (-1)
Wisdom: 14 (+2)
Charisma: 8
--Magnetism: 10 (+0)
--Potential: 6 (-2)


Hit Points:
Core=14
Extended=58
Vitality=62
AC: 26 (10 + 5 coordination + 8 armor + 3 buckler)(AC.25-with ranged weapon)

Saves:
Fortitude: +12 (3class + 4class + 4con + 1cloak)
Reflex: +9 (3class + 1class + 4dex + 1 cloak)
Will: +6 (1class + 2wis + 2feat + 1cloak)(not subject to spells or effects that affect humanoids only)

Feats:
1)Iron will
2)improved bucker defence
3)weapons focus--greatsword
4)weapons focus--mighty longbow
5)weapons specialization--mightylongbow
6)power attack

Ranger bonus:
--Rapid shot
--track
--wild empathy
Favored enemy--Constructs

Equipment:
+1 Large great sword (2400gp)
+2 Large Flail (?gp)
+2 Large Mighty Composite Longbow(+6 strength bonus)(?gp)
+3 Lightsilver (Mithral) Breastplate(13,350)
+2 Buckler(4165)
+2 Belt of Ogre Power(4000)
+2 Gloves of dex.(4000)
+2 Amulet of health(4000)
+1 Cloak of Resistance(1000)
Quiver of 20 arrows(1gp)
dagger(2gp)
Potion of Barkskin x5 (1500)
Potion of Protection from evil x4(200)
Potion of shield of faith x4 (200)
potion of long strider x4 (200)
2 displacement potions
3 heroism potions
2 vials of keen edge
Wand of cure light wounds (750)
---------------total:35,843---------------
coins worth 157gp.+225gp=382gp

Attacks:
+1 Large Greatsword: +12 (7 base + 4 fit. +1 feat + 1 magic -1 buckler) crit 19-20/x2
+2 Large Heavy Flail: +12 (7 base + 4 fit. +2 magic -1 with buckler) crit 19-20/x2
Dagger: +11(7 base + 4 fitness)
+2 Large mighty Longbow: +15 (7 base + 5 dex + 1 feat + 2 magic) crit 20/x3

FULL ROUND ATTACK
+1 Large Greatsword: +12/+7
+2 Large Flail: +12/+7
+2 Large Mighty Longbow: +15/+10 , Or +13/+13/+8
Dagger: +11/+6

Damage:
+1 Large Greatsword: 3d6+10 (+9 muscle + 1 magic)
+2 Large Heavy Flail: 2d8+11 (+9 muscle +2 magic)
Dagger: 1d4+6(+6 muscle)
+2 Large mighty Longbow: 2d6+10 (6 str + 2 feat + 2 magic)

Racial Bonuses
* +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
* Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
* Half-giant base land speed is 30 feet.
* Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
* Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.

Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
* Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
* Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
* Favored Class: Psychic warrior.
* Level Adjustment: +1.

Base Speed: 30 feet

Skills: 50pts

Climb: +14 (11pt +4str - 1acp)
jump: +10 (7pt +4str -1acp)
Swim: +8 (6pt + 4str - 2acp)
Ride: +4 (4dex.)
Survival: +2 (2wis)
Spot: +4 (2pt + 2wis.)
Listen: +2 (2wis.)
Hide: +14 (11pt + 4dex. - 1acp)
Move silently: +14 (11pt + 4dex. - 1acp)
Knowledge(geography): -1
Use rope: +4 (4dex.)
Tumble: +5 (4dex. +2syn. -1 acp)
Language: 2 (2pt)


BIO:

Sandrunner was not content to stay in the desert and tired of the same routine day after day,he wanted to know about the world he lived in.So against the wishes of his kin,he left the dunes behind and ventured to the edges of the sea of the sand.In his adventures he met up with an Elf,Corim was his name,who, he met years ago while Corim was on some "business",which is all Corim would reveal to Ammeen at the time.they traveled together for a short time and then they parted and went their seperate ways.Years went by, when one day Corim showed up and asked Ammeen to go to Elendell knowing that Ammeen would make a powerfull warrior in Corims ranks, which Ammeen agreed to go.Corim has introduced Ammeen to Aimienna.

Ammeen did not tell Corim of his time he had spent with a group of bandits,who were strong enough to try to rob a powerfull mage in a nearby city.But the Bandits had ventured into a city that had a thieves guild already in place who are working for the 'Zhentarim' who did not like the fact that "others" had entered their "turf".They got wind of the job the bandits were attempting and allerted the mage who returned to his castle while they were still "releaving" the mage of his things.The mage killed many of the bandits but Ammeen managed to escape with the magic items he has to this day.

The mage has tracked Ammeen and sent assassins after him to kill Ammeen and return his belongings.Ammeen knows this to be fact as Corim and Ammeen have already defeated some assassins that had found him.Ammeen knows his chances of surviving are great with Corim as a friend for Ammeen has seen Corims commanding presance and great skill in battle.

Ammeen truely does not like the fact that he has not told Corim,for Corim has become a trusted friend to Ammeen.And now that Corim has asked him to come to Elendell and join Corims military,Ammeen is convinced he will rid himself of the mages revenge,but knows (and wants) to tell Corim of the mage and the assassins but is afraid Corim will push him away and be friends with him no more forcing Ammeen to leave
for good, if not killing Ammeen outright for bringing Corim such trouble.But so far things have not materialized concerning the mage or the Zhentarim


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 02-24-2007 @ 10:11 AM).]

posted 12-03-06 03:15 PM EDT (US)     3 / 20  
Name: Iona Lightfinger
Race: Halfling
Sex: Female

Physical appearance:
Iona stands 3’1”, so she is slightly taller than an average halfling. She is also slightly heavier built than most female halflings and is well muscled. She weights about 34 lb. She has black hair and brown eyes. Her hair is usually collected in a ponytail down her back so it doesn’t get in the way when she is “working” or fighting. She has a nice face and her body is well proportionated, so while she may not be a stunning beauty, most male halflings find her a pleasing sight.

Clothing: Iona usually wears clothing that is well suited for her “line of work”. She wears long black leather boots and lose fitting black trousers made of strong high quality wool. She wears a close fitting leather west under her chain shirt. The chain shirt along with the steel cap that comes with it is coloured black. When it is not too hot she wear a lose fitting black blouse over the chain shirt (concealing it) and she only wears the steal cap when she expects a fight. The blouse is made of the same material as her trousers.
She has her rapier, hammer and magic dagger in her belt, as well as 2 quivers for her darts (one quiver for each hand) Her last dagger is concealed in her right boot and she also have 2 darts concealed in her left boot.
Her cloak of resistance is black on one side and dark green on the other and is made so it can be turned, making it well suited for hiding in shadows as well as natural environments.
She also carries a beautiful blue silk dress for wearing on occasions where she wants to look beautiful.

Biography: Iona don’t know her place of birth, but it was probably somewhere in a halfling caravan on the roads along the sword coast. At an age of three she was kidnapped by a high ranking member of the thieves’ guild in Waterdeep. He trained her as a master thief and for many years she worked for him. Only when she approached adulthood did she truly realize what her master had done to her, and she promptly killed him in his sleep when she got her first chance of doing so. Killing her master forced Iona to flee from Waterdeep and the revenge of the thieves’ guild.

Note: I will give a better deception of Iona’s adventures after leaving Waterdeep when I get time, for now it will have to be enough to know that those adventures eventually brought her to Elendell.

When arriving in Elendell Iona soon heard stories about princess Aimienna, and how she apparently was impossible to assassinate. Loving a challenge, Iona just had to prove that she was better than those assassins. She of course didn’t want to assassinate the princess, but stealing one of her personal items without being noticed should be just about as difficult. Climbing a wall that was considered un-climbable she entered the palace unnoticed and with relative ease. She made her way to Aimienna’s private room and found a hiding place. She waited there until the princess came for her sleep. As soon as Aimienna had entered her sleep, Iona “borrowed” her rapier and managed to get out of the palace aging unnoticed. On the street she approached a city guard and handed over the rapier claming to have “found” it in the street.
Having found the theft almost too easy Iona decided to go for something more difficult, and using the same technique a few days later she tried to “borrow” Aimienna’s ring. This time the princess fooled her however, and only simulated sleep, and Iona was caught. Finding no evil intent in Iona, Aimienna took the thefts with good humor and hired Iona to find loopholes in the palace security. The agreement is that Iona has to slip away unnoticed with something valuable from the place or sneak close enough to Aimienna to touch her. Despite the fact that the palace is very well guarded, Iona has been successful nine times and has only been caught once so far. She do however suspect that Aimienna sometimes let her sneak up on her, but she is not sure, and she is sure that some of her successes has been genuine.

Mechanics:

Classes: Rogue 7, Fighter 1, Bard 1

Alignment: Chaotic good
Languages: Halfling, Common, Elven, Orc, Goblin, Gnome

Abilities:
Muscle: 12 (+1)
Fitness: 8 (-1)
Dexterity: 22 (+6)
Ruggedness: 12 (+1)
Health: 16 (+3)
Insight: 12 (+1)
Memory: 16 (+3)
Wisdom: 10 (-)
Charisma: 12 (+1)

Saves:
Fortitude: +7 (2 fighter + 2 rogue + 1 ruggedness + 1 race + 1 cloak)
Reflex: +15 (2 bard + 5 rogue + 6 dex + 1 race + 1 cloak) (+2 against traps)
Will: +6 (2 bard + 2 rogue + 1 race + 1 cloak) (+2 morale bonus against fear)

AC: 25 (10 +1 amulet +6 armor +1 ring +6 dex +1 size) (29 with shield, +2 against traps), touch 18, flat-footed 19

Hp: 58, wounds threshold 21, exhausted 10, Disabled 0, dying -2 , clinical dead -13, true dead -25

Carrying capacity: light load 32 lb, medium load 33-64 lb, heavy load 65-97 lb

Equipment: (31.5 lb)
+1 keen rapier (8320 gp, 1 lb)
+1 dagger (2302 gp, ½ lb)
Masterwork dagger (302 gp, ½ lb)
Masterwork light hammer (301 gp, 1 lb)
+1 flaming composite (+1 str) shortbow (8475 gp, 3 lb)
20 arrows (1 gp, 3 lb)
24 darts (12 gp, 6 lb)
Sap (1 gp, 1 lb)
+2 mithral shirt (5100 gp, 5 lb)
Amulet of natural armor +1 (2000 gp)
Ring of protection +1 (2000 gp)
Cloak of hiding +5 and resistance +1 (4000 gp, 1 lb)
Boots of silence +5 (2500 gp, 1 lb)
Golembane Scarab (2500 gp)
Gloves of dexterity +2 (4000 gp)
Circlet of Persuasion (4500 gp)
Wand of cure light wounds (750 gp)* (48 charges left)
Wand of shield (750 gp) (47 charges left)
Wand of longstrider (750 gp) (47 charges left)
Wand of protection from evil (750 gp) (50 charges left)
Sunrod (2 gp, 1 lb)
Flask of alchemist fire (20 gp, 1 lb)
2 x Vial of antitoxin (100 gp)
Masterwork thieves tools (100 gp, 2 lb)
Scrolls:
3 x Cure moderate wounds (CL 4) (600 gp)*
Bear’s endurance (150)
Animate Rope (25 gp)*
Charm Person (25 gp)*
Comprehend Languages (25 gp)*
Disguise Self (25 gp)*
3 x Invisibility (450 gp)*
Glitterdust (150 gp)*
Mirror image (150 gp)*
Cats grace (150 gp)*
5 x Expeditious Retreat (125 gp)*
3 x Feather Fall (75 gp)*
3 x Grease (75 gp)*
2 x reduce person (50 gp)
2 x Enlarge person (50 gp)
2 x Protection from law (50 gp)
2 x Magic weapon (50 gp)
greater invisibility (700 gp)*
cure serious wounds (CL7) (525 gp)*
Silence (CL 4) (200 gp)*
Remove Fear (CL 2) (50 gp)*
Undetectable Alignment (CL 2) (50 gp)*
(*on bard spell list)
Backpack with:
Bedroll
50 feet of silk rope
Touch
Flint and steel
2 days of trail rations
Climbers kit
(94 gp, 9.5 lb)
Coins worth 169 gp
(Also, see Roadrunner)

Feats:
Two weapon fighting (level 1 feat)
Weapon finesse (level 3 feat)
Agile athlete (level 6 feat)
Improved two weapon fighting (level 9 feat)
Quick draw (Fighter level 1 feat)

Base attack/grapple: +6/+2

Single attacks:
+1 keen rapier: +14 (1d4+2), 15-20/x2
+1 dagger: +14 (1d3+2), 19-20/x2
Masterwork dagger: +14 (1d3+1), 19-20/x2
Masterwork light hammer: +14 (1d3+1), 19-20/x2
Sap: +13 (1d4+1), x2
+1 dagger (thrown): +15 (1d3+2), 19-20/x2, RI 10
Masterwork dagger (thrown): +15 (1d3+1), 19-20/x2, RI 10
Masterwork light hammer (thrown): +15 (1d3+1), x2, RI 20
Dart: +14 (1d3+1), x2, RI 20
+1 flaming composite (+1 str) shortbow: +14 (1d6+2+1d6(fire)), x3, RI 70

Full attacks:
+1 keen rapier: +14/+9 (1d4+2), 15-20/x2
+1 keen rapier/+1 dagger: +12/+12/+7/+7 (1d4+2/1d3+1), 15-20/x2/19-20/x2
Darts: +14/+9 (1d3+1), x2, RI 20
Darts/darts: +12/+12/+7/+7 (1d3+1/1d3), x2, RI 20
+1 flaming composite (+1 str) shortbow: +14/+9 (1d6+2+1d6(fire)), x3, RI 70

Skills: (rogue 110 points, Fighter 5 points, Bard 9 points)
Appraise: 1 ranks +1 ins = +2
Balance: 2 ranks + 6 dex + 2 synergy(tumble) = +10
Bluff: 5 ranks + 1 cha + 3 circlet = +9
Climb: 8 ranks + 6 dex + 2 race + 2 kit = +18
Disable Device: 12 ranks + 1 ins + 2 tool = +15
Disguise: 1 ranks + 1 cha + 3 circlet = +5
Escape Artist: 5 ranks + 6 dex = +11
Hide: 10 ranks + 6 dex + 4 size + 5 item = +25
Jump: 5 ranks + 6 dex + 2 race + 2 synergy(tumble) = +15
Listen: 1 ranks + 2 race = +3
Move Silently: 10 ranks + 6 dex + 2 race + 5 item = +23
Open Lock: 10 ranks + 6 dex + 2 tool = +18
Perform (song): 3 ranks + 1 cha + 3 circlet = +7
Search (Int): 12 ranks + 1 ins = +13
Sleight of Hand: 8 ranks + 6 dex + 2 synergy(bluff) = +16
Speak Language: 2 ranks = +2
Spellcraft: 5 rank +1 ins = +6 (+ 2 when deciphering scrolls)
Spot: 2 ranks = +2
Tumble: 10 ranks + 6 dex +2 synergy(jump) = +18
Use Magic Device (Cha): 12 rank + 1 cha + 3 circlet = +16 (+ 2 when using scrolls)
Untrained:
Diplomacy: 1 cha + 3 circlet + 2 synergy(bluff) = +6
Gather Information: 1 cha + 3 circlet = +4
Swim: 6 dex + 2 race = +8
Use Rope: 6 dex = +6 (+ 2 when binding someone, + 2 with silk rope)
Intimidate: 1 cha + 3 circlet + 2 synergy(bluff) = +6
Handle animal: 1 cha + 3 circlet = +4
Ride: 6 dex = +6

Race features:
• +2 Dexterity, -2 muscle -2 potential.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.

Class features (rogue):
Sneak attack +4d6
Trapfinding
Evasion
Uncanny dodge
Trap sense +2

Class features (fighter):
Proficient with all armor, all shields and all weapons (except exotic weapons).
Bonus feat

Class features (bard):
Bardic music (1/day)
Bardic knowledge
Countersong
Fascinate
Inspire courage +1

Spells per day:
Level 0: 2

Known spells:
Read magic, detect magic, Lullaby, light

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

NPCs:

Roadrunner
Riding dog (2 HD animal) (150 gp)

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

Saves:
Fortitude: +5
Reflex: +5
Will: +1

AC: 19 (10 +4 natural +3 armor +2 dex), touch 12, flat-footed 17

Core wounds: 8
Extended wounds: 19
Vitality: 9

Carrying capacity: light load 100 lb, medium load 101-200 lb, heavy load 201- 300 lb

Equipment: (30 lb)
Studded leather barding (50gp, 20 lb)
Exotic military saddle (60 gp, 10 lb)

Feats:
Alertness
Track (bonus)

Base attack/grapple: +1/+1

Single attacks:
Bite: +3 (1d6+3)

Skills:
Jump +8
Listen +5
Spot +5
Swim +3
Survival +1 (+4 when tracking by sent)

Special attacks:
Trip

Special Qualities:
Low-light vision, scent

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 06-26-2009 @ 09:36 PM).]

posted 12-04-06 10:12 AM EDT (US)     4 / 20  
I would like to join, but i dont understand a thing of those D&D rules. But i'll fill in what i do understand.

Name: Dúhallär, Prince of Shadarr. (can i be prince? Dúhallär is my Char in noumerous RP's, and he's a Prince everywhere.)

Race: Human.

Sex: Male

Physical appearance: Dúhallär is a boy, around 16 year. He's 1.67 m. Tall, and he weights 54 Kilo.

Clothing:....

Oh, wait. I think i'm doing something wrong. Why is nobody else posting his/her appereance?


'A new sun is rising.'
'Why?'
'Because the Moon is gone now.'
posted 12-04-06 09:48 PM EDT (US)     5 / 20  
Name: Muldro
Race: Gnome 9th level Sorcerer
Sex: Male
Physical appearance: 3'2" and 41 lb with a woody color skin of brown. Light brown hair with sparkling blue eyes. A short well trimmed beard (more of a goatee). Physically fit, though lacking muscle mass the muscle he does have is toned.
Clothing: As with most gnomes Muldro prefers to stay with earthy tones. He has a few shiny bits of gold and silver jewlry he has come accross over the years sown into his "good" clothing. While his general adventuring gear holds little decoration it serves its purpose quite well.
Biography: Muldro was raised in a small gnome colony, but moved to the city to study under a quite powerful sorcerer, Coliand. Coliand, was indeed talented and quite possibly mad. There is said to be a fine line between genious and insanity, he walked that very fine edge every day of his life. When Coliand finally died of old age Muldro was quite upset and decided staying around the city so much wasn't really for him. He decided to join the Adventure's Guild. A state sanctioned agency for adventurers who were often contracted to a variety of things.
On one of his efforts a few years ago he met Hylaeus, a Centaur, and they built quite a relationship. Their relationship started by Muldro getting his foot caught in a trap. While out hunting Hylaeus heard the initial cry of pain and supprise, and decided to investigate. Muldro was not stong enough to puch the trap back open and release his leg, but Hylaeus helped him by easily opening the trap. After getting his leg bandaged at the nearby home of Hylaeus, Muldro set his way back to town with his thanks and promise to visit soon with some sort of payment for the help. Muldro now rides Cynder out to the forest home to visit every few weeks.
Muldro has also met a few important people through his exploits with the guild, the most famous of those would be Princess Aimienna. She is a beautiful and talented star in the eye of the empire. Corim is another of importance to the local municipal law enforcment.

Mechanics:
Abilities:
STR = 10

muscle: 8 -1
fittness: 10 0
DEX 13 magic +2 = 15
agility: 18 +4
coordination: 12 +1
CON 14 magic +2 = 16
Ruggedness: 18 +4
health: 16 +3
INT = 12
insight: 10 0
memory: 14 +2
WIS = 12
perception: 12 +1
devotion: 12 +1
CHA 17 magic +2 = 19
magnatism: 18 +4
potential: 20 +5

Hit Points:
Core Wounds: 5
Extended Wounds: 59
Vitality: 41

Speed: 20 feet

Armor Class: 19 = 10 +4[dexterity] +1[small] +1[draconic skin] +1[improved natural armor] +2[amulet of natural armor] (when magic enabled +4 mage armor, +4 shield, +2 deflection[from evil])
Touch AC: 15
Flat-footed: 15

Saves/Attack:
Initiative modifier: 4 = +4 [agility?]

Fortitude save: 7 = 3 [base] +4 [ruggedness]
Reflex save: 7 = 3 [base] +4 [agility]
Will save: 7 = 6 [base] +1 [wisdom]

Attack (melee): 5 = 4 [base] +1 [small]
Attack (ranged): 6 = 4 [base] +1[coordination] +1 [small]
Grapple check: -1 = 4 [base] -1 [muscle] -4 [small]

Carrying Compacity:
Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.

Languages:
Common, Draconic, Elven, Gnome, Halfling

Feats:
Spell Focus: (Evocation)
Draconic Heritage:
Gold dragon, Fire type, Heal (becomes in-class)
You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the Fire type
Draconic Skin:
Your Natural Armor bonus to AC increases by +1.
Improved Natural Armor:
Your Natural Armor bonus to AC increases by +1.
Silent Spell: (Great Magic Item)


Skills:
Appraise: 0 = +0
Balance: 4 = +4
Bluff: 4 = +4
Climb: 0 = +0
Concentration: 1 = +1 (modified by Wis)
Diplomacy: 4 = +4
Disguise: 4 = +4
Escape Artist: 2 = +2
Forgery: 0 = +0
Gather Information: 4 = +4
Heal: 5 = +1 +4
Hide: 8 = +4 +4 [small]
Intimidate: 4 = +4
Jump: 2 = +0 +2
Knowledge (arcana): 12 = +0 +12
Listen: 5 = +1 +2 +2 [gnome]
Language: 1 = +1
Move Silently: 7 = +4 +3
Perform: Orator: 8 = +4 +4
Ride: 1 = +1
Search: 0 = +0
Sense Motive: 1 = +1
Spellcraft: 6 = +0 +4 +2 [Knowledge, arcane]
Spot: 3 = +1 +2
Survival: 1 = +1
Swim: 0 = +0
Use Rope: 1 = +1


Spells:
0 Level:
Resistance: Subject gains +1 on saving throws.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Message: Whispered conversation at distance.

1st Level:
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Orb of Acid Lesser: 1d8/level acid damage (max 5d8).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

2nd Level:
Glitterdust: Blinds creatures, outlines invisible creatures.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
See Invisibility: Reveals invisible creatures or objects.

3rd Level:
Fireball: 1d6 damage per level, 20-ft. radius.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Dispel Magic: Cancels magical spells and effects.

4th Level:
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Summon Monster IV: Calls extraplanar creature to fight for you.

Spell Slots:
Level 0: 6
Level 1: 8
Level 2: 7
Level 3: 7
Level 4: 5
Level 5: 1

Equipment: Work in progress.
Bedroll: 1 sp, 1 lb
Flint and steel: 1 gp
Lantern (bullseye): 12 gp, 3 lb
2 Oil flask: 2 sp, 2 lb
Rations (3 days): 1gp and 5 sp, 1 lb
2 Waterskins: 1 gp, 2 lb
Riding Dog: 150 gp (+equip 110 gp)

Magic Related Items:
Spell component pouch: 5 gp 2 lb
Ring of Health +2: 6,000 gp
Gloves of Dexterity +2: 4,000 gp
Cloak of Charsima +2: 4,000 gp 1 lb
Heward's Handy Haversack: 2,000 gp 5 lb
Amulet of Natural Armor +2: 8,000 gp
Ring of Silent Spell (Great Magic Item)

Weapons:
Light Crossbow: 35 gp, 2 lb
[1d6 damage (19-20/x2) / +6 to attack / range increment 80ft]
20 Bolts: 2 gp, .5 lb
Dagger: 2 gp, .5 lb

Scrolls:
Enlarge Person: 25 gp X 2 = 50 gp
Reduce Person: 25 gp X 2 = 50 gp
Grease: 25 gp X 2 = 50 gp
expeditious retreat: 25 gp X 2 = 50 gp
Identify: 125 gp X 6 = 750 gp
Bulls Strength: 150 gp X 2 = 300 gp
Cat's Grace: 150 gp X 1 = 150 gp
Eagle's Splendor: 150 gp X 2 = 300 gp
Glitterdust: 150 gp X 2 = 300 gp
Knock: 150 gp X 2 = 300 gp
Web: 150 gp X 3 = 450 gp
Acid Arrow: 150 gp X 2 = 300 gp
Stinking Cloud: 375 gp X 2 = 750 gp
Tongues: 375 gp X 2 = 750 gp
Phantasmal Killer: 700 gp X 4 = 2800 gp
Fly: 375 gp X 4 = 1500 gp

Total spent and weight as of right now: 33,169 gp, 8 sp, 20 lb

4 Invisibility
2 Levitate
1 Hold Person
4 Heroism
4 Haste
6 Stoneskin
Wand of Acid Arrow 50 charges


Gnome:
Small (combat bonuses, +4 to hide already included)
Low-light vision
+2 racial bonus on saves vs. illusions
+1 on DC of opponent's save vs. gnomish illusions
+1 racial bonus to hit kobolds and goblinoids
+4 dodge bonus on AC against giants
+2 bonus on listen checks (already included)
Speak with burrowing animals once per day
1/day dancing lights, ghost sound, prestidigitation

NPCs
Hylaeus: A Centaur who is a clsoe personal friend. They became friends while Muldro was on an expidetion for the guild. (see bio)

Oriendel: A thug type Muldro captured (with the help of a web spell) while trying to rob a local shop. He vowed when he escaped he would kill Muldro, but that was 2 years or more ago. He was put in the prison and has never been seen in public since.
NOTE: While incarserated he was strengthening his body so he would never be caught is something like web again. He would have superb strength and a high constitution which makes his dexterity suffer slightly. Though ultimately very low intelligence and charisma. While his charisma is rather low he had signigicant contacts in the information business and has a rather high gather information skill.

Cynder:
Riding dog (2 HD animal) (150 gp)
Abilities:
Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution 15 (+2)
Intelligence 4 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-3)

Saves:
Fortitude: +5
Reflex: +5
Will: +1

AC: 19 (10 +4 natural +3 armor +2 dex) (+2 against traps)
Touch: 12
Flatfoot: 17

Core wounds: 8
Extended wounds: 19
Vitality: 9

Carrying capacity: light load 100 lb, medium load 101-200 lb, heavy load 201- 300 lb

Equipment: (26.5 lb)
Studded leather barding (50gp, 20 lb)
Exotic military saddle (60 gp, 10 lb)

Feats:
Alertness
Track (bonus)

Base attack/grapple: +1/+1

Single attacks:
Bite: +3 (1d6+3)

Skills:
Jump +8
Listen +5
Spot +5
Swim +3
Survival +1 (+4 when tracking by sent)

Special attacks:
Trip

Special Qualities:
Low-light vision, scent

[This message has been edited by Trogg (edited 03-21-2007 @ 03:18 PM).]

posted 12-09-06 08:48 PM EDT (US)     6 / 20  
Name - Telpenar
Race - Ainu
Sex - Male
Physical Appearance - His 'true,' spiritual\angelic form takes the shape of a dark-skinned man with black hair and brown eyes. His size, features, and weight vary, as his physical form is highly mutable. Whatever shape he might take, however, a terrible scar marks him for who he is - from his cheek to his belly, a long slash of perpetually-raw scar tissue cuts over his flesh. This wound may never fully heal. He often walks in full armor, as if girded for war, but is uncaring of whatever reactions he might provoke by doing so.
Clothing - At all times, he bears a long, black sword in a plain scabbard of hardened brown leather, either at his belt or across his back. His full plate armor, forged of dark, gleaming steel, is decorated in minute detail with images of castles, towers, armies lifting their shields, and other varied symbols of defense. The gauntlets bear strange, unearthly symbols over the backs of the hands and palms, which may be fairly unsettling to any who look on them. A sturdy kite shield of the same material as the armor but less decorated is usually strapped over his back, while a helm of pale metal with a long noseguard covers his head. A finely-woven grey mantle completes his outfit.

Biography - Telpenar is one of the Ainur, an angelic order of beings who dwell on the Material Plane but in a realm outside the reach of mortals. He witnessed Ao calling the world into being before the beginning of time and bound himself to it to put something of himself into it. He entered the service of Irmo, God of the dream-gardens of Lorien, who is one of the Feanturi, or Masters of Spirits, along with his brother-god Namo. Older than the world, Telpenar has generally ignored the doings of mortals, preferring to mull over the ages upon the fates as they unfold.

A quiet and sullen spirit, remembering with distinct unease the evil that tainted the world in its making, Telpenar's only close friend among his fellow Ainur was a servant of Este named Sindendil. In time, they fell in love and dwelt together in Lorien. When the powers of good and evil fought for mastery of the world in the ages before mortals arose, Telpenar refused to take up arms for the sake of the outside world, but Sindendil went to war. She was seduced by the power of evil, and the hollow glamour of defying the will of her former masters in favor of exercising her selfish desires directly upon the world, twisting the powers she had been gifted with to fell sorceries towards her own cruel ends. When he learned this, Telpenar left Lorien to search the mortal realms for his lover, eventually finding that she had established herself as master of her own small, hellish land of slaves and cruelty. Irritated by his pleading attempts to turn her away from the dark path she had chosen for herself, Sindendil cut Telpenar down with her fell sword, permanently scarring his every form as it was a blow as much emotional as physical to him, and sending his spirit fleeing shapelessly to his home.

Cold and listless after this betrayal, Telpenar languished for many years in Valinor, forsaking his former studies in favor of nursing the bitter grudge in his heart and seeking the power to avenge himself upon Sindendil. In time, once his grievous wound had healed as much as it ever would, he left Valinor and took an active interest in the mortal world; Princess Aimienna is one of many contacts he has cultivated, earning her friendship and that of the hero Garin by aiding them in the Empire's wars. Nevertheless, Telpenar bears little love for mortals, and is ultimately uncaring of what becomes of them. He generally helps others only to curry their favor, so that he might use them to find or fight Sindendil.

Telpenar has a reputation throughout the Empire as a grim, cold figure possessed of mysterious powers and driven by unknown purposes. His strange black sword and terrible scar are the subject of many folk tales concerning Aimienna and Garin's numerous companions and allies, and his unearthly wisdom and knowledge unsettle many, when faced with it. His nature as an Ainu coupled with his perpetually-dark mood has given him the joking nickname 'the Dark Angel,' a lightly-mocking moniker which irritates him whenever he hears it.

Mechanics

Strength: 14 (+2)
Dexterity: 10 (-0)
Constitution: 14 (+2)
Wisdom: 22 (+6)
Intelligence: 16 [14 +2 magic] (+3)
Charisma: 10 (-0)

Race: Ainu
Class: Cleric, Dreamseer of Irmo
Level: 7
Experience: 36,000 | Next Level at 45,000
Languages:
Common, Elvish, Valarin
Alignment: True Neutral

Attacks

Base: +5
Machanarusur: +10 (+2 STR +2 magic +1 feats)
Masterwork Sling: +6 (+1 masterwork bonus)

Damage

Machanarusur: 1d10+4 (+2 magic +2 STR) 19-20/x2
Sling Bullet: 1d4 20/x2

AC: 24 (Base 10 +10 Armor +3 Shield +1 Deflection)
HP
Core Wounds: 7
Extended Wounds: 59
Vitality: 49

Saving Throws
Fortitude: +11 (+8 class +2 Constitution +1 magic)
Reflex: +9 (+8 race +1 magic)
Willpower: +15 (+8 class +6 Wisdom +1 magic)

Base Speed: 30 ft.

Carrying Capacity
Light Load: 58 lbs. or less
Medium Load: 59-116 lbs.
Heavy Load: 117-175 lbs.

Skills
Concentration: 10 ranks +6 WIS = 16
Gather Information: 3 ranks -0 CHA +5 competence = 8
Heal: 5 ranks +6 WIS = 11
Intimidate: 3 ranks -0 CHA +3 competence = 6
Knowledge(geography): 2 ranks +3 INT = 5
Knowledge(local): 2 ranks +3 INT = 5
Knowledge(religion): 5 ranks +3 INT = 8

Skill Synergies
Knowledge(religion): +2 on checks to turn or rebuke Undead

Feats
Exotic Weapon Proficiency(bastard sword) (1st level Feat)
Weapon Focus(bastard sword) (3rd level Feat)
Craft Magic Arms and Armor (6th level Feat)

Spells
Level 0: Cure Minor Wounds, Detect Magic, Guidance, Light, Purify Food and Drink, Resistance
Level 1: Bless Water, Command, Divine Favor(x2), Remove Fear, Cure Light Wounds(x2)
Level 2: Bull's Strength, Bear's Endurance, Lesser Restoration(x2), Cure Moderate Wounds (x2)
Level 3: Cure Serious Wounds, Prayer, Searing Light, Bestow Curse
Level 4: Divine Power, Discern Lies, Divination

Inventory
Machanarusur, Intelligent Bastard Sword +2 [LG, 14 WIS (+2), 14 INT (+2), 10 CHA (+0), cast Bless on allies 3/day, 10 ranks of Sense Motive, hearing and vision up to 120 ft., speaks Common, Valarin, and Elvish] (18,330 gp, 6 lbs.)
Masterwork Sling (300 gp)
Pouch of 50 bullets (5 sp, 25 lbs.)
+2 Full Plate (5,650 gp, 50 lbs.)
+1 Steel Heavy Shield (1,170 gp, 16 lbs.)
Ring of Protection +1 [+1 deflection bonus to AC] (2,000 gp)
Mantle of Resistance [+1 bonus to all saving throws] (1,000 gp, 1 lb.)
Necklace of Investigation [+5 competence bonus to Gather Information] (2,500 gp.)
Helm of Deep Thought [+2 to Intelligence] (4,000 gp, 2 lbs.)
Threatening Gauntlets [+3 competence bonus to Intimidate] (900 gp)
20,142 gold coins
5 silver coins

NPCs: Sindendil - A fellow Ainu gifted with powers of healing by her mistress, the goddess Este, Sindendil was seduced by evil in the ages before the rise of the Empire, though in her pride she has never suffered to become a slave of the greater powers of evil in the world. A terrible force of cruelty walking the world (Blackguard, at least level 10 or so with a few levels of Paladin, I would say), she wields a white sword that glows with a hateful light and flays the souls of those it strikes, causing unbearable agony and dramatic weakening of the spirit and body alike (Soulscourge, unique +3 longsword, drains 1d2 levels and 1 point of Constitution and Strength with each hit if a ?? DC Fortitude saving throw is failed, usable only by Chaotic Evil Ainur).

Machanarusur - Telpenar forged Machanarusur in Valinor as he recovered from the wound inflicted on him by Sindendil. Imbued with a mind and will of its own, the blade is honorable to a fault and considers itself a force of righteousness as represented by the good gods in the world. It has no qualms about cutting down enemies of Irmo and Telpenar - in fact, it relishes battle. Irmo encouraged the sword to keep an eye on its maker when Telpenar resolved to leave Valinor. Telpenar gave the sword an insightful ability to discern lies and see through bluffs, knowing that such would be helpful in his search for Sindendil. It was also granted by Irmo with the power to lay his blessing upon its allies in the heat of battle.

Irmo - The God of Dreams (Neutral Good), Irmo has taken a small personal interest in Telpenar, worried that the Ainu's thirst for vengeance will blacken his soul. Telpenar draws his powers from Irmo, but he sometimes chafes at what he feels are limitations imposed upon him by his 'priesthood.'

Aimienna and Garin - Beloved princess and champion of the Empire, Telpenar curried their favor by aiding them in battles against nameless evil powers in bygone days. The increasingly-grim Ainu often finds the people of the Empire to be irritatingly flighty and light-hearted, with Aimienna and Garin being no exception, and disdains their 'petty' mortal accomplishments and civilization. Nevertheless, he does bear some small loyalty to the pair and their Empire, as they represent in his mind what passes for civilization and enlightenment outside Valinor.

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

Additions to House Rules

Cleric Sub-class: Dreamseer of Irmo
Granted Power: Can cast the spell Dream once per day while sleeping. Three times a day, the cleric can add their Charisma modifier to the number of HP restored by a healing spell they cast.

Dream Domain Spells

  1. Cure Light Wounds
  2. Lesser Restoration
  3. Speak with Dead
  4. Divination
  5. Commune
  6. Heal
  7. Greater Scrying
  8. Discern Location
  9. Astral Projection


Race: Ainu

  • +2 Level Adjustment
  • +4 to Wisdom, +2 to Charisma and Intelligence
  • +2 to Knowledge(religion), Knowledge(arcana), Spellcraft, but still cannot use them untrained.
  • Spell-like Ability: As per Alter Self once per day for a cumulative -2 to Wisdom; Wisdom returns to normal upon rest but cannot be restored any other way. Cannot be cast without a positive Wisdom modifier. From Character Levels 1-9.
  • Spell-like Ability: As per Polymorph (on Self only) once per day for a cumulative -2 to Wisdom; Wisdom returns to normal upon rest but cannot be restored any other way. Cannot be cast without a positive Wisdom modifier. From Character Levels 10-19.
  • Spell-like Ability: As per Shapechange with permanent duration for a cumulative -2 to Wisdom; Wisdom returns to normal upon rest but cannot be restored any other way. Cannot be cast without a positive Wisdom modifier. From Character Level 19 on.
  • May spend a standard action at any time to shed current guise and take on 'angelic' form. If their altered shape is dispelled, the Ainu will return to this form.
  • Has some Outsider vulnerabilities and bonuses, but is not a full Outsider.
  • Has Outsider saving throw bonus progression (+2 at level 1 and +1 ever level after).
  • Can choose to use a d10 for their HD regardless of class.
  • Vulnerable to Banishment spells (sends them back to Valinor, which may or may not be very effective), their physical form (from Spell-like Abilities) may be Dispelled, forcing them back into their 'angelic' form. Count as an Outsider regardless of physical guise for purposes of all spells and the special abilities of items.

[This message has been edited by Black Hound (edited 08-05-2007 @ 11:55 PM).]

posted 12-09-06 10:32 PM EDT (US)     7 / 20  
Name: Aimienna (Ime-ee-AEN-nuh) daughter of Elsiniel
Race: Elf (Hylar)
Sex: Female
Physical appearance: Aimienna stands 6'1" and weighs approximately 140 pounds. Her long, straight, golden hair is usually set into two locks which come down on either side of her face and the hair down her back is sometimes let to fall straight, sometimes braided. She has sky-blue eyes set in a round face with high cheekbones and a small, finely-chisled nose. Her well-proportioned figure is fit, slender, and shapely, but she moves with an effortless grace and fluidity that implies a perfect union of mind and body. Consequently, most male elves find her stunningly attractive.

Clothing: Aimienna has a wide variety of clothing for a number of different occasions. She prefers fairly simple, lightweight slit gowns that do not hinder her movement over fancy dresses, and like most female Hylar, she likes to wear clothing that assists her in flirting. She likes a variety of colors, but prefers green, white, blue, and particularly lavendar. While travelling, she wears functional, usually green or blue-gray outfits, consisting typically of a cloak, pants, boots, and a flexible but form-fitting blouse.

Biography: Aimienna is the daughter and only child of Emperor Arkini (ark-EEN-ee) and Emperess Elsiniel (el-SIN-ee-el) of the Hylarin Tribe. Her early life was sheltered from great danger but she was allowed to travel the streets of her home city of Elendell as she would, often in disguise to ward away potential dangers. She was taken out of the city periodically for sojourns into the country and into the mountains by her parents, who loved her dearly as their eldest child, and hoped that she would be the first of a large and happy family, common among Hylarin society.

But when she was only one and twenty years of age, Elsiniel vanished while giving aid to a Dwarven Kingdom to the east, and has not been seen to this day. None know of her whereabouts, but there is little doubt among the Hylar that she lives no more, and will not return for the summons of Namó lie upon her. The young Aimienna came to live with the pain of losing her mother, as her father did, and the sad realization that the young princess would be the only child her parents would have. But still, she was alive, and is alive, and there is much in the world to be joyful over, and that she should enjoy her life while it is still hers to live.

As she matured, Aimienna displayed many of the talents that had made her family the leaders of her prosperous tribe: intelligent, artistic, beautiful, and able in the traditional martial pursuits, she identified as the best likely heir to the powers that make the Hylar the successful people that they are. She came to study under the Archmage Iúnar (YOON-ar) as one of his many apprentices in his school about five miles south of Elendell, and completed her apprenticeship and quickly arose to the level of advanced journeyman (roughly equivalent to an assistant professor at a US university), which is where she is now in her skills.

Increasingly, Arkini has began giving Aimienna more and more direction in her leadership of the Hylar, and already, at 124 years of age, she is quite adept at politics and warfare as well as magic and religion. Over this time, she went on a number of adventures both with an army and without in the aim of maintaining the prosperity of her tribe. In these adventures, particularly those she went on by herself with a few friends, she met, fell in love with, and, last year, quietly married an elven hero named Garin who had helped her in these adventures and has apparently saved the Empire from disaster at least once. As is customary for Elven marraiges, their marraige was done quietly between the couple, and only announced later, which led to a flurry of light-hearted gossip about how long they had already been married when it was actually announced. Nonetheless, Garin is Prince because of it.

Princess Aimienna has a well-deserved reputation as an approachable, kind, person, also prone to brilliant insights into complex situations. She also seems to do and be skilled in so many things that it is difficult to see how she has time for them. There also are rumors of multiple assassination attempts on her that have been foiled in the strangest ways; some are even rumored to have succeeded, but that she was revived somehow. How all of this works is a moderately well-guarded state secret, but it is clear that she has help from Iunar and his other students and colleagues in working the Great Magic that, from behind the scenes, makes the Hylar the numerous and successful people that they are.

Mechanics: *GM Secret* (for now)

The following you can more-or-less know:

Ability scores: very high dexterity (both forms), insight, perception; high (possibly very high) magnetism; high fitness, health, memory, devotion; probably average to sub-average muscle and ruggedness; unknown (but obviously good) potential.

Classes: difficult to tell in conjunction with her abilities and probable abundant magical augmentation, but fairly strong divine spellcaster (probably cleric, possibly druid), weak but passable arcane spellcaster (unknown class), at least some combatant (probably fighter or ranger). She has some stealth skill, so if her arcane spellcaster is not bard, and her warior is not ranger, she likely has also a level of rogue. You can't really know what her total level is, but it's not too far above the PCs, and likely is even below some of them.

Corim knows: she caries a rapier and a composite longbow and has a very precise fighting style, making up in accuracy and vital striking for what she probably lacks in brute strength. Aimienna apparently wears no armor, although she is obviously protected by more than just her agility and endurance.

Iona knows: Aimienna's rapier is a +1 Keen rapier, much like her own.

Telpenar knows: she is a priestess of Varda (among other things), but has ties with several of the Valar, including Irmo.

NPCs: Arkini, Iunar, and many, many others

Additional Information:

The following information is available to characters with appropriate experience or Knowledge skills:

Aimienna is everything the songs make her out to be: an exquisitely beautiful female elf possessing brilliant wits and perfect physical grace. She’s very spirited, active, adventurous, artistically talented, physically very athletic, and generally speaking a superb example of her species in almost every way. Aimienna is very informal, obviously considers herself to be not really any different from anybody else, and this, combined with her well-deserved reputation of kindness and amiability, means that she is well-loved by just about everybody who are themselves friendly to the culture she is part of. Like most elves, she has a playful streak to her personality, and is particularly fond of games of a martial sort, which she is very good at. She may have Druidic leanings, but if she is a member of the Druids, she keeps it fairly quiet. She certainly is involved in a lot of different activities, so much so that one wonders how she finds time for all of them.

The Princess’ skills are varied. Obviously, she has not-insignficant skill in both archery and swordswomanship, as well as at magic, for which she has clearly studied both traditionally arcane and traditionally divine fields. For those who have fought along side her, she generally dislikes armor in favor of mobility and stealth, of which she is also reasonably able. She is herself not particularly more skilled than you are, so far as you can tell, except perhaps in Great Magic, at which she is adept, although surely the colleges of scholars and mages that work for her and the archmage Iunar who teaches her, as well as simply the population that loves her, help her out a great deal. An appropriate Knowledge check (DC 25) will answer how she manages to foil her assassins who apparently succeed but only discover that they failed later, although a personal experience obviously trumps making a check.

About a year ago, Aimienna married Garin the Valiant, who had proven himself a hero in a series of quests in various parts of the Empire, leading ultimately to the defeat of some evil in the mountains to the north that is now imprisoned. By marrying Aimienna, Garin became Prince, although it is obvious to all that he loves her, and would have married her title or no. Nonetheless, their marriage has become some of the gossip of Elendell, although in a loving, light-hearted way: most people are happy for Garin and Aimienna that they are married, and the salacious details of their relationship are gossiped about primarily because the gossipers like to imagine that the people they respect and admire have a happy and enjoyable marriage. Although married, the princess still likes to flirt, which again is common among elves. Within the Hylar, it is in fact not uncommon for men to prefer their wives to be somewhat flirty even once married, so this is in no way scandalous, at least not within the tribe.


-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 12-30-2006 @ 04:20 PM).]

posted 12-09-06 10:38 PM EDT (US)     8 / 20  
Name: Tétirë
Race: elf of the Hylar tribe
Sex: female
Physical appearance: Tétirë closely resembles Aimienna in her appearance, with an identical face and the same overall features of her body. She is easily distinguished from Aimienna in that her hair being cut short so that it barely reaches her shoulders, and is never braided, but she could easily disguise herself as Aimienna by growing her hair longer (conversely, Aimienna could pass herself as Tétirë by cutting her hair). Tétirë is also ever-so-slightly more muscular than Aimienna is but slightly less vigorous, but without comparing the two of them side-by-side, even Prince Garin would have difficulty telling them apart from their bodies alone.

Clothing: Prefers functional clothing and does not worry a great deal about comfort; usually wears a shirt, cloak, and pants, for the most part light brown and dark green in colors. Her leather armor is fitted over her body and requires a second glance to realize that it is in fact armor, since it lacks pauldrons and other things one normally expects in armor. Tétirë almost never wears gowns, dresses, or other such clothing, except when trying to disguise herself, in which case she usually wears clothing in a flirtatious and often what some more prudish humans would consider indecent (although, depending on definition of decency, that might be true of many Hylar)

Biography: Tétirë is the result of multiplicity, one of the several ways that the phenomenon of powers colloquially known as Great Magic can provide people necessary for the realization of the new reality. The multiplicity effect that created Tétirë herself is the product of the spell cast by Aimienna and Iunar for the thieving of the Jade Warrior statue from Lord Caradge in Jheridura. Tétirë is the thief, the bandit, charged with obtaining the artifact, specifically Aimienna as she would be were she the bandit and thief that she would need to be in order to get the item, which she is not; hence, Tétirë.

In essence, Tétirë exists as would Aimienna's identical twin sister, except that because she is actually an instance of Aimienna, she shares many of Aimienna's own memories before the invocation of multiplicity was given by the Great Enchantment over the Jade Warrior. Yet, because of the requirements for her skills, she remembers different events in her life more readily, and has picked up on different skills more effectively than Aimienna herself has. She does, however, enjoy a limited telepathic link with her other instance, and can share some of her skills and knowledge this way, although it really only works when the two are physically very close to each-other.

Tétirë does not yet have much of a reputation, although she obviously possesses much of Aimienna's beauty, since she shares an identical genetic heritage. With her physical abilities and not insignificant smarts, she has the potential to be a mistress at roguery and banditry, in contrast to Aimienna's potential for becoming a great archmage. She does not know why, but she realizes that she has also become good at the social side of roguery; Aimienna guesses this is a statement by fate of whom Tétirë's partner in crime will most likely be. At the moment, Tétirë is happy for her "sister" being married and loved, although at the moment she is herself unsure if a permanant marraige is the right thing for her. Last, although she has no particular dislike for humanity, she has studied them, knowing that they will likely be her greatest adversaries in her life.

Mechanics:

Rogue level 4/Ranger level 3, +2 ECL (ability scores)

Strength 11(+0) [Muscle 10 (-); Fitness 12 (+1)]
Dexterity 24(+7)
Constitution 11(+0) [Ruggedness 10 (-); Health 12 (+1)]
Intelligence 16(+3)
Wisdom 14(+2)
Charisma 15(+2) [Magnetism 16 (+3); Potential 14 (+2)]

Hit points: 36 (wounds treshold 17)

Base Speed: 30 Feet

Armor Class: 22
Flat-footed: 22 [Uncanny Dodge]
Touch: 17

Initiative modifier: + 7 = + 7 [dexterity]
Fortitude save:+ 4 (+5 versus size-independent factors)= 4 [base] (+1 health)
Reflex save:+ 14= 7 [base] + 7 [dexterity]
Will save:+ 4= 2 [base] + 2 [wisdom]
Attack (handheld):+ 7/ + 2= 6 [base] + 1 [fitness]
Attack (missile):+ 13/ + 8= 6 [base] + 7 [dexterity]
Grapple check:+ 6/ + 1= 6 [base]

Light load: 33 lb
Medium load: 66 lb
Heavy load: 100 lb
Lift over head: 100 lb
Lift off ground: 200 lb
Push or drag: 500 lb

Languages: Common, Hylarin, Sylvan, Gnoll, Goblin

Attacks:
Composite Longbow +14/+9
Sling +13/+8
Falchion +8/+3
Dagger +7/+2
Rapid shot longbow +11/+11/+6
Rapid shot sling +11/+11/+6

Feats:
Agile Athlete
Aimed Shot
Endurance
Rapid Shot
Run
Track

Skills:
Appraise: 2 ranks + 3 Int = +5
Balance: 5 ranks + 7 Dex + 2 tumble = +14
Bluff: 5 ranks + 3 Cha = +8
Diplomacy: 5 ranks + 3 Cha + 2 bluff = +10
Disguise: 2 ranks + 3 Cha + 2 kit = +7
Escape Artist: 3 ranks + 7 Dex = +10
Gather Information: 5 ranks + 3 Cha = +8
Heal: 1 rank + 2 Wis = +3
Hide: 5 ranks + 7 Dex + 5 cloak = +17
Intimidate: 5 ranks + 3 Cha + 2 bluff = +10
Jump: 5 ranks + 7 Dex + 2 tumble = +14
Knowledge (arcana): 0 ranks + 3 Int + 2 commonality = +5
Knowledge (geography): 3 ranks + 3 Int = +6
Knowledge (history): 0 ranks + 3 Int + 2 commonality = +5
Knowledge (local): 3 ranks + 3 Int = +6
Knowledge (nature): 3 ranks + 3 Int + 2 commonality = +8
Knowledge (religion): 0 ranks + 3 Int + 2 commonality = +5
Listen: 7 ranks + 3 Wis + 2 Race = +12
Move Silently: 5 ranks + 7 Dex + 5 cloak = +17
Open Lock: 2 ranks + 7 Dex + 2 kit = +11
Perform: 0 ranks + 3 Cha + 2 commonality = +5
Ride: 2 ranks + 7 Dex = +9
Search: 7 ranks + 3 Int + 2 Race = +12
Sense Motive: 1 rank + 3 Wis = +4
Spellcraft: 0 ranks + 3 Int + 2 commonality = +5
Spot: 7 ranks + 3 Wis + 2 Race = +12
Survival: 4 ranks + 3 Wis = +7
Swim: 5 ranks + 7 Dex = +12
Tumble: 5 ranks + 7 Dex + 2 jump = +14
Use Magic Device: 4 ranks + 1 Cha = +5
Use Rope: 1 rank + 7 Dex = +8
Untrained:
Climb: 7 Dex + 2 kit = +9

Racial Abilities: (not already included)
Low-light vision
Immunity to magical sleep
Notice secret doors (automatic search within 5 feet)

Class abilities: Ranger (not already included)
Favored Enemy: Humans
Wild Empathy

Class abilities: Rogue
Sneak attack +2d6
Trapfinding
Evasion
Uncanny Dodge

Special attributes:
Great magic enhancement (from the enchantment that she is a product of): +3 Dex, +1 Int
Commonality with Aimienna: Tétirë is considered to be trained in all skills Aimienna was proficient in at the time of the split between them, even if she has no ranks. Tétirë also recieves a +2 bonus to skill checks in any skill in which Aimienna had 5 or more ranks than she currently does, but she does not recieve the bonus if her ranks improve to where she is no longer 5 or more ranks behind Aimienna. Tétirë cannot gain either the bonus or basic proficiency if Aimienna subsequently gains ranks in a skill since the split. However, if Tétirë and Aimienna are able to spend four hours in private with each-other, then they can renew the skill increase as per Aimienna's new (at the time of renewal) skill set.

Equipment:
+1 Composite Longbow [1d8, crit x3, range inc. 110 ft, 3 lb, piercing]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
+1 Falchion [2d4, crit 18-20/x2, 8 lb, two-handed, slashing]
Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
+1 Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
+1 Padded Armor
+1 Amulet of Natural Armor
Cloak of Elvenkind
Boots of Elvenkind

60 Arrows [9 lb]
20 Sling bullets [10 lb]
Backpack [2 lb]
Bedroll [5 lb]
Bottle
Signal whistle
Climber's kit [5 lb]
Disguise kit [8 lb]
Thieves' tools [1 lb]


NPCs: Unrevealed (but obviously includes Aimienna)

-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 11-20-2008 @ 01:06 AM).]

posted 12-16-06 02:15 PM EDT (US)     9 / 20  
Name: Hylaeus
Race: Centaur
Level:4 lvl Centaur, 3 lvl Ranger, +2 LA = ECL 9
Alignment: Chaotic Good
Sex: male
Physical appearance:
Top: Long wavy black hair with a very muscular body. Tanned skin from spending time outdoors and a thick beard. He carries his dire flail accross his back held by a thick leather strap engraved with many odd symbols, and his lance is holstered onto his long side. Both always within easy reach.
Bottom: Completely black, and very muscular. Hooves decorated with a few symbols in a gold ink.
Clothing: none
Biography:
Younger years unknown, Centaurs are a bit reclusive but he has a few known companions from the city. Muldro, a gnome who he helped out of a tight situation once, is considered to be a good friend. Muldro promised to repay Hylaeus before returning to the city. He came back a few weeks later after much preperation and helped Hylaeus create his own "Magic Item", a ring that gives the ability to easily trip foes.
Hylaeus is quite close to his twin brother Kezzryn. They grew up together and trained together. While they may have slightly different fighting styles, they are both very similar in build. Almost identical infact. Although Hylaeus is close to his twin brother, and fights the orcs (evil creatures anyway) in the name of his tribe, he really isn't that close to any others. The elders of the community respect him for his abilities, and he in returns respects them for thier wisdom and knowledge. However, Hylaeus does not care for the politics that always seem to accompany those positions, and he tends to stay as far away from those inner tribal battles. Hylaeus feels his time would be much better spent smashing open an orcs head.
Hylaeus is also very close to nature. He loves being out in the open fields and forests. The sound of a running river or a waterfall is music to his ears. He enjoys and cares for the land, and despises any who would destroy it. While he respects others, and understands they may not have the same care or respect he does for nature, he will not tolerate anyone delibrately desttroying the world about him.

Mechanics:
STR: 24 +2 magic = 26
muscle: 26 (+8)
fitness: 26 (+8)
DEX: 18 +2 magic = 20
agility: 20 (+5)
coordination: 20 (+5)
CON: 18 +2 magic = 20
health: 20 (+5)
ruggedness: 20 (+5)
WIS: 14
perception: 14 (+2)
devotion: 14 (+2)
INT: 13
insight: 10 (-)
memory: 16 (+3)
CHA: 8
magnetism: 10 (-)
potential: 6 (-2)

Core wounds: 20
Extended wounds: 63
Vitality: 53

Speed:
Base speed: 50 feet
Double move or charge: 100 feet
Run: 200 feet

Armor Class: 21 = 10 +3[centaur] +5[dexterity] +4[armor] -1 [size]
Touch AC: 14
Flat-footed: 16

Saves/Attacks:
Initiative modifier: 5 = +5 [dexterity]

Fortitude save: 10 = +1[centaur] +3[ranger] +5[ruggedness] +1[cloak]
Reflex save: 13 = +4[centaur] +3[ranger] +5[agility] +1[cloak]
Will save: 8 = +4[centaur] +1[ranger] +2[wisdom] +1[cloak]

Attack (handheld): =14/9 = 7 [base] +8 [strength] -1 [large]
Attack (unarmed): =14/9 = 7 [base] +8 [strength] -1 [large]
Attack (missile): =11/6= 7 [base] +5 [dexterity] -1 [large]
Grapple check: =19/14 = 7 [base] +8 [strength] +4 [large]

Single Attack:
+1 Fire & Ice Dire Flail: 15 (+7 base +8 str +1 magic -1 size) 2d6+13+1d6(hot or cold) damage
MW Composite Longbow +8 Mighty: 12 (+7 base +5 dex +1 MW -1 large) 2d6+8 damage
MW Longsword: 15 (+7 base +8 str +1 MW -1 size) 2d6+8 damage
Full attack:
Main hand/off hand/main hand/hoof/hoof: +13/+13/+8/+9/+9, 2d6+8+1d6/2d6+4+1d6/2d6+8+1d6/1d6+4/1d6+4 damage
Bow: +12/+7, 2d6+8 damage each

Trip:
Touch attack with Dire Flail: d20 +15 (+7 base +8 str +1 magic -1 size)
Str Check: d20 +16 (+8 str +4 size +4 improved trip)

Carry Compacity:
Light load: 918 lb. or less
Medium load: 919-1839 lb.
Heavy load: 1840-2760 lb.
Lift over head: 2760 lb.
Lift off ground: 5520 lb.
Push or drag: 13800 lb.

Feats/Class Features:
Blind-fight
Combat Expertise
Endurance
Exotic Weapon Proficiency: Dire Flail
Improved Trip (Great Magic Item)
Track
Two-Weapon Fighting
Favored Enemy: Humanoid (orc +2)
Wild Empathy

Skills:
Appraise: 0 = +0
Balance: 5 = +5
Bluff: 0 = +0
Climb: 8 = +8
Concentration: 2 = +2
Diplomacy: 0 = +0
Disguise: 0 = +0
Escape Artist: 5 = +5
Forgery: 0 = +0
Gather Information: 1 = +1
Handle Animal: 5 = +0 +5[Ranks]
Heal: 8 = +2 +6[Ranks]
Hide: 1 = +5 -4[large]
Intimidate: 0 = +0
Jump: 8 = +8 [(+8 after running start]
Knowledge (geography): 5 = +0 +5[Ranks]
Knowledge (local): 2 = +0 +2[Ranks]
Knowledge (nature): 8 = +0 +8[Ranks]
Listen: 9 = +2 +7[Ranks]
Move Silently: 10 = +5 +5[Ranks]
Search: 0 = +0
Sense Motive: 2 = +2
Spellcraft: 5 = +0 +5[Ranks]
Spot: 9 = +2 +7[Ranks]
Survival: 7 = +2 +5[Ranks]
Swim: 8 = +8
Use Rope: 5 = +5

Equipment:
Magic Related:
Amulet of Health +2: 4,000 gp
Gloves of Dexterity +2: 4,000 gp
Belt of Strenth +2: 4,000 gp
Cloak of resistance +1: 1,000 gp
Ring of Improved Trip: Great Magic Item

Weapons/Armor:
+1 Large Fire & Ice Dire Flail: 780 +8,000/+8,000gp 20 lb
MW Large Lance: 320 gp 20 lb
MW Large Longsword: 330 gp 8 lb
+1 Studded Leather Centaur Barding: 1,250 gp 40 lb
MW Large Composite Longbow +8 Mighty: 1,300 gp 6 lb
40 Arrows: 4 gp 12 lb

Gear:
Backpack: 4 gp 4 lb
Fishing Net: 4 gp 5 lb
Flint & Steel: 1 gp
4 Days Rations: 4 gp 16 lb
Silk Rope (50 ft): 10 gp 5 lb
Waterskin: 2 gp 16 lb
2 Tanglefoot bags: 100 gp 8 lb

Potions:
2 Blur: 600 gp
3 Cure Light Wounds: 150 gp
2 Sheild of Faith +2: 100 gp

Spent: 33,959 gp
Weight: 160 lb
[/c]
NPCs:
Muldro: see bio.
Kezzryn: Twin Brother.
If there are any other characters (good or bad) from his past he keeps them well hidden. Although, Kezzyrn and possibly Muldro would know of them.

[This message has been edited by Trogg (edited 01-08-2007 @ 08:30 PM).]

posted 12-19-06 11:35 AM EDT (US)     10 / 20  
Name: Kezzryn
Race: Centaur
Sex: Male

Physical appearance: Kezzryn looks very much like his brother, but the black hair on his head is shorter (but not short) and his beard is tighter trimmed. Otherwise he has the same big muscular body with all black hair on the “horse” part. His eyes are bright green and unlike his brother he has no decorations on his hooves.

Clothing: Kezzryn carries no clothing except for his cloak and armor. He only carries the armor when he is out of his village and expect trouble of some kind. The enhanced stubbed leather armor covers most of his body with exception of the lover part of his legs. It is so well made that it doesn’t hampers him in any way.
When fully equipped, Kezzryn carries his greatsword, his heavy flail and a quiver with 30 arrows on his (humanoid) back. On the back of his “horse” torso he carries a large “backpack”. Strapped down the side of his “horse” torso are holsters and quivers for his other weapons. On his right side he has his lance as well as quivers with his spears and javelins, on his left side he has his bow and a extra quiver with 30 arrows. Around his humanoid torso he has his belt of strength and strapped to it he has his dagger and a large belt pouch. The belt pouch has a large room for money, and a lot of smaller rooms, each just large enough to hold a potion bottle. Kezzryn carries all his potions in the pouch, so he has always them within easy reach.

Biography:
Kezzryn grew up in a small centaur village with his twin brother Hylaeus. Centaurs grow up fast, so after relative few years, the brothers started to get training as hunters and fighters. Both brothers showed good skills at fighting and hunting down enemies of the tribe. Enemies that more often than not were orcs. Though both brothers are accomplished rangers and their skills are rather similar, Kezzryn are the best when it cones to the more practical part of surviving in the wild (such as hunting and tracking) where Hylaeus is better at the theoretical stuff and is a better healer.
Like his brother, Kezzryn loves the wild nature and together the two brothers spend most of their time out in the wild hunting and gathering food for the tribe, scouting for enemies, and making sure that their great forest is relative secure. Being great fighters the two bothers can often take care of small bands of enemies all by themselves, but when lager groups of orcs or other enemies enter the forest, they can quickly warn the tribe and gather enough warriors to defeat them. If too many enemies for the tribe to handle comes to their forest, the quick centaurs will simply stray out of the way until they can call for help from the other centaur tribes as well as their elven allies. Despite his size, Kezzryn is very good at hiding and moving without sound, and he is therefore often used for keeping an eye on large groups of enemies.
Hylaeus has recently become friends with a gnome named Muldro. Kezzryn regards everyone that is a friend of his brother a friend of himself as well.


Mechanics:
Classes: Centaur 4, Ranger 2, Fighter 1 (ECL 9)
Alignment: Neutral good
Languages: Sylvan, Elven, Common

Abilities:
Strength: 26 (+8)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Memory: 14 (+2)
Insight: 10 (-)
Wisdom: 14 (+2)
Magnetism: 12 (+1)
Potential: 6 (-2)

Hp: 74, wounds threshold 34, exhausted 16, Disabled 0, dying -5 , clinical dead -21, true dead -41

AC: 26 (10 + 3 natural + 5 armor + 3 buckler + 5 dex + 1 ring -1 size)

Saves:
Fortitude: +12 (1 centaur + 3 ranger +2 fighter + 5 con +1 magic)
Reflex: +13 (4 centaur + 3 ranger + 5 dex +1 magic)
Will: +7 (4 centaur + 2 wis +1 magic)

Carrying capacity: Light load 918 lb, medium load 919-1839 lb, heavy load 1840-2760 lb

Equipment:
Belt of strength +2 (4000 gp, 1 lb)
Gloves of dexterity +2 (4000 gp)
Amulet of health +2 (4000 gp)
Cloak of resistance +1 (1000 gp, 1 lb)
Ring of protection +1 (2000 gp)

+2 (large) greatsword (8400 gp, 16 lb)
Masterwork (large) heavy flail (330 gp, 20 lb)
Masterwork (large) composite (+8str) longbow (1300 gp, 6 lb)
60 arrows (3 gp, 9 lb)
10 (large) spears (40 gp, 60 lb)
20 (large) javelins (40 gp, 40 lb)
Masterwork (large) lance (320 gp, 20 lb)
+2 studded leather centaur barding (4250 gp, 40 lb)
+2 (large) buckler (4180 gp, 10 lb)
Dagger (large) (4 gp, 2 lb)

“Backpack” (4 gp, 8 lb)
Flint and steel (1 gp)
Grappling hook (1 gp, 4 lb)
Hammer (10 gp, 4 lb)
Belt pouch (1gp, 2 lb)
Trail rations (2 days) (4 gp, 8 lb)
100 feet of hempen rope (2 gp, 20 lb)
Spade (4 gp, 16 lb)
Waterskin (2 gp, 16 lb)
Whetstone (1 lb)
2 torches (2 lb)

5 flasks of acid (50 gp, 5 lb)
5 flasks of alchemist’s fire (100 gp, 5 lb)
2 vials of antitoxin (100 gp)

Wand of cure light wounds (750 gp)
Potion of jump (50 gp)
5 oils of magic weapon (250 gp)
2 potions of protection from evil (50 gp)
Potion of remove fear (50 gp)
1 potion of cure moderate wounds (300 gp)

105 gp

Feats:
Power attack
Cleave
Improved buckler defense
Quick draw

Ranger bonus feats
Track
Rapid shot (only in light or no armor)

Base attack/grabble +7/+19

Single attacks:
Greatsword: +15 (7base+8str+2magic–1size-1buckler), 3d6+14 damage (12str+2magic), 19-20/x2
MW lance: +14 (7base+8str+1MW–1size-1buckler), 2d6+12 damage (12str), x3
MW heavy flail: +14 (7base+8str+1MW–1size-1buckler), 2d8+12 damage (12str), 19-20/x2
MW Composite (+8 str) longbow: +12 (7base+5dex+1MW-1size), 2d6+8 damage (8str), x3, 140 ft
Spear (thrown): +11 (7base+5dex-1size), 2d6+8 damage (8str), x3, 20 ft
Javelin (thrown): +11 (7base+5dex-1size), 1d8+8 damage (8str), x2, 30 ft
Hoof: +9 (7base+8str–1size-5secondary), 1d6+4 damage (4str), x2

Full attacks:
Greatsword/greatsword/hoof/hoof: +15/+10/+9/+9, 3d6+14/3d6+14/1d6+4/1d6+4 damage
MW heavy flail/MW heavy flail//hoof/hoof: +14/+9/+9/+9, 2d8+12/2d8+12/1d6+4/1d6+4 damage
MW Composite (+8 str) longbow (rapid shot): +10/+10/+5, 2d6+8/2d6+8/2d6+8 damage, x3, 140 ft
Spear (thrown, rapid shot): +9/+9/+4, 2d6+8/2d6+8/2d6+8 damage, x3, 20 ft
Javelin (thrown, rapid shot): +9/+9/+4, 1d8+8/1d8+8/1d8+8 damage, x2, 30 ft

Skills: 48 points (28 centaur, 4 fighter, 16 ranger)
Climb: 1 rank + 8 str = +9
Handle Animal: 1 ranks +1 mag = +2
Heal: 1 rank + 2 wis = +3
Hide: 10 ranks + 5 dex - 4size = +11
Jump: 2 ranks + 8 str = +10 (+8 after running start)
Knowledge (dungeoneering): 1 rank = +1
Knowledge (geography): 1 rank = +1
Knowledge (nature): 5 ranks +2 synergy(survival) = +7
Listen: 6 ranks + 2 wis = +8
Move silently: 6 ranks + 5 dex = +11
Spot: 6 ranks +2 wis = +8
Survival: 7 ranks + 2 wis = +9 (+2 in aboveground natural environments, synergy from knowledge (nature))
Swim: 1 rank + 8 str = +9

Race features:
+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Darkvision out to 60 feet.
+3 natural armor bonus.
Natural weapons: 2 hooves (1d6 damage)

Class features:
Wild empathy +3
Favored enemy: Humanoid (orc) +2

Speed:
Base speed: 50 feet
Double move or charge: 100 feet
Run: 200 feet

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 06-09-2009 @ 07:11 AM).]

posted 01-14-07 10:24 AM EDT (US)     11 / 20  
Name: Hiul Iënlëfil

Race: Undead elf level ? Rogue/Spy/Assassin

Sex: Male

Physical appearance: About 1.86 meter tall and very slim, Hiul looks exactly like an elf, but if you look closer you can see his is to white for a elf. With a empty look in his eyes he looks pretty undead. At some places his hide is gone, his arms and legs are only bones. He has no hair, just plain hide.

Clothing: As most Assassins, he prefer to go hooded and in black. He wears a leahter black chest and legings. He wears his armor mostly to diquise his true identity.

Biography: In life, Hiul was a elf of the iënlëfil cult. A cult of elves that fighted for mony, you can call it a mercenary group. He had no friends, as he was almost never seen. Always in the shadow, he learned the arts of darkness. On his last few days of his live, he was sent on a mission to assassinate a dwarven highlord, Herob. Entering the dwarven fortress was easy, killing Herob was also easy, getting out of the fortress was also easy. Back in the Iënlëfil outpost, he saw it was abandoned. Nobody was there, he thought.
The assassin was assassinated..

-----
My skills will be chosen by Beren (i hope), because he promised!


'A new sun is rising.'
'Why?'
'Because the Moon is gone now.'

[This message has been edited by Undead Teddy (edited 01-15-2007 @ 10:10 AM).]

posted 03-18-07 02:13 AM EDT (US)     12 / 20  
Ammeen has used one charge on his wand.

Muldro has used one charge from his wand.

-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 01-12-2008 @ 01:50 AM).]

posted 02-25-08 02:04 PM EDT (US)     13 / 20  
Name: Wojek Siren
Race: Human
Level: Paladin lv 7
Alignment: Lawful Good
Sex: male
Deity: Manwë

Physical appearance: He have long blond hair and blue eyes. he very tan from being in the desert from a place very far away, but his tanning is starting to fade away. He also look very strong and heathly.

Clothing: He wear a royal outfit with his armor under it. He royal outfit look like what a desert ruler would wear with orange color, golden lining, and jewellery on the lining. he also carry a lot of weapons(mostly swords).

Biography:
Prince Diarkan Goldshield is the ruler of the independent city state of Jheridura, and he has been playing off the rival political factions in his city for years. Most of the city's population is Human, and the city enjoys its political independence and tries to maintain its social independence. As a result, the populace is disconcerted by encroachment from the Hylarin Empire, an elf-ruled civilization to the east that tends to regard its borders as being everywhere that its citizens go. At the same time, merchants in the city find it lucrative to trade with the Empire, and want peace because it makes their business more profitable.

About two weeks ago, a nobleman known to be a powerful sorcerer, Lord Caradge, has unveiled a magical artifact: a jade statue capable of turning into a formidable fighting machine when activated. He has used the power and terror of the artifact to cow the people of Jheridura into supporting his whims, and he is now effectively ruler in all but name; the Prince must do as Caradge bids him, or be assassinated. Caradge hates the Hylarin Empire and wants to see it destroyed, and he has compelled Jheridura to declare war against the Empire, joining an alliance of southern principalities and northern orcs to ring the Empire in a circle of enemies.

Wojek Siren is one of the Prince's retainers, perhaps his champion, when Caradge took over the city. Wojek may have heard rumors of the ancient evil that the hero and heroine of the Empire sealed away in the northern mountains a year ago, and have at least heard that Elves may be arrogant but at least they are not evil themselves. Whether or not he support the Empire, Jheridura city must be freed, before its sons are sent away to perish in a war fighting against the Elves. To this end, he have sought out a resistance group formed by a wealthy merchant lady who has Elven sympathies. his objective: can this band of rebels, persons who would be hanged for treason, yet be of help in freeing the Prince and the fair city of Jheridura from the clutches of the evil wizard?

Personnal Biography: He can't remember his childhood because it was too painful. he was born and raise from a very far away city call The Bandon Kingdom which was fill with evil and rule by a powerful wizard. Nobody know how he got to Jheridura(maybe teleport), but he know that the city of Jheridura is in danger by a powerful wizard and he must save it or else Jheridura will become the New Bandon Kingdom.
(please tell me if I did my stats wrong?)
Stats:
STR: 16 + 3
DEX: 12 + 1
CON: 18( +2 from magic) + 4
WIS: 16 + 3
INT: 10 + 0
CHA: 18( +2 from magic) + 4

Hit points: 74/74

Speed: 20 feet(armor)
Base speed: 30 feet
Double move or charge: 60 feet
Run: 120 feet

Armor Class: 24 ( +1 Dex, + 9 Armor, + 3 Shield, and +1 Defection)
Touch AC: 11
Flat-footed: 23

Saves/Attacks:
Initiative modifier: +1

Fortitude save: + 13
Reflex save: + 8
Will save: + 10

Base Attack: + 7
Grapple check: + 10/ + 5

Single Attack: +1 longsword +11(1d8+4), or Mwk Longsword(any) +11 (1d8+3), or Mwk Lance +11 (1d8+4), or Mwk Com(str +3) Longbow +9 (1d8+3), or dagger +10 (1d8+3)

Full attack(for most weapons I use): +1 longsword + 11/+6 (1d8+4), or Mwk Lance +11/+6 (1d8+4), or Mwk Com Longbow +9/+4 (1d8+4)

Carry Compacity:
Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 660 lb.
Push or drag: 3300 lb.

Feats/Class Features:
Mounted Combat, Ride-By Attack, Spirited Charge, Power Attack, Aura of good, Detect Evil, Smite Evil 2/day, Remove Disease 1/week, Turn Undead, Divine Grace, Lay On Hands, Aura of Courage, Divine Health, and Special Mount.

Undead Checks:
Times per day: 7
Range: 60ft
Turning Check: 1d20 + 4
Turning Damage: 2d6 + 7

Spells:
Spells lv 1: Protection from Evil, Blessed Weapon

Skills: ranks/ total
Appraise: 0 = +0
Balance: 0 = +1( with armor -5)
Bluff: 0 = +4
Climb: 0 = +5( with armor -1)
Concentration: 0 = +3
Diplomacy: 9 = +13
Disguise: 0 = +0
Escape Artist: 0 = +1( with armor -5)
Forgery: 0 = +0
Gather Information: 0 = +0
Handle Animal: 9 = +13
Heal: 0 = +3
Hide: 0 = +1( with armor - 5)
Intimidate: 0 = +4
Jump: 0 = + 5( with armor -1)
Listen: 0 = +3
Move Silently: 0 = +1 ( with armor -5)
Ride: 9 = + 12
Search: 0 = +0
Sense Motive: 0 = +3
Spellcraft: 0 = +0
Spot: 0 = +3
Survival: 0 = +3
Swim: 0 = +5 ( with armor - 7)
Use Rope: 0 = +1

Equipment:
Magic Related:
Amulet of Health +2: 4,000 gp
Cloak of Charisma +2: 4,000 gp
Pearl of Power: 1000gp
Armbands of Might: 4,100gp (in complete adventurer guide)
Right of protection +1: 2,000gp
Wand of Cure Light Wound: 750gp (50 charges)
Weapons/Armor:
+1 full plate armor: 2,650gp 50 lb
+1 Heavy Metal Shield: 1,170gp 15 lb
mithral Shirt: 1,100gp 10 lb
Darkwood Shield: 257gp 5 lb
+1 Longsword: 2,315gp 4 lb
Mwk Silver Longsword: 405gp 4 lb
Mwk Cold Iron Longsword: 330gp 4 lb
Mwk Lance: 315gp 10 lb
Mwk Composite(str +3) Longbow: 700gp
20 arrows: 2gp 2 lbs
Chain Shirt Barding: 400gp 50 lb
Dagger 2gp 1 lb
Gear:
Backpack: 4 gp 4 lb
Flint & Steel: 1 gp
4 Days Rations: 2 gp 4 lb
Waterskin: 1 gp 4 lb
Military Saddle: 20gp 30 lb
Cart: 15 gp 200 lb
Spyglass 1000gp 1 lb
Royal Outfit 200gp 15 lb
Potions:
Cure Serios Wounds: 750gp
Magic Weapon x 2: 100gp

Money: 8,446 gp
Weight(gear on him): 123 lb
Weight of things that he own but not on him: 275 lb
NPCs:
Prince Diarkan Goldshield: see bio.

The NPCs will be updated.

[This message has been edited by Wojek_Siren (edited 02-27-2008 @ 01:14 PM).]

posted 03-10-08 08:39 AM EDT (US)     14 / 20  
FAR FROM DONE

Ruze
Male Half-Elf Rogue 8
Neutral Good

Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 12 (+1)
Size: Medium
Height: 5' 3"
Weight: 135 lb
Eyes: Green
Hair: Silver
Skin: light (slightly pale, but not paste white.)

Total Hit Points: ??

Speed: 30 feet

Armor Class: 14 = 10 + 4 [dexterity]
Touch AC: 14

Flat-footed: 14 [uncanny dodge]
Initiative modifier: + 4 = + 4 [dexterity]
Fear check: + 1 = + 1 [wisdom]
Horror check: + 1 = + 1 [wisdom]
Madness check: + 1 = + 1 [wisdom]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 10 = 6 [base] + 4 [dexterity]
Will save: + 3 = 2 [base] + 1 [wisdom]
Attack (handheld): + 6/ + 1 = 6 [base]
Weapon Finesse: + 10/ + 5 = 6 [base] + 4 [dexterity]
Attack (missile): + 10/ + 5 = 6 [base] + 4 [dexterity]
Grapple check: + 6/ + 1 = 6 [base]

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Languages: Common, Elven, Sylvan, Orc. (+ 1 more)


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]


Feats:
Quick Draw
Weapon Finesse
Weapon Focus x1 Weapon(s): Rapier

Skills:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 11 = +4 + 5 + 2 [tumble]
Bluff Cha 12 = +1 + 11
Climb Str* 5 = +0 + 5
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Diplomacy Cha 8 = +1 + 1 + 2 [half-elf] + 2 [bluff] + 2 [sense motive]
Disable Device Int 8 = +3 + 5
Disguise Cha 1 = +1
Escape Artist Dex* 4 = +4
Forgery Int 3 = +3
Gather Information Cha 7 = +1 + 2 + 2 [half-elf] + 2 [know local]
Heal Wis 1 = +1
Hide Dex* 9 = +4 + 5
Intimidate Cha 3 = +1 + 2 [bluff]
Jump Str* 7 = +0 + 5 + 2 [tumble]
Knowledge (local) Int 8 = +3 + 5
Listen Wis 13 = +1 + 11 + 1 [half-elf]
Move Silently Dex* 15 = +4 + 11
Perform_1 Cha 1 = +1
Ride Dex 4 = +4
Search Int 9 = +3 + 5 + 1 [half-elf]
Sense Motive Wis 6 = +1 + 5
Sleight of Hand Dex* 13 = +4 + 7 + 2 [bluff]
Spot Wis 13 = +1 + 11 + 1 [half-elf]
Survival Wis 1 = +1
Swim Str** 5 = +0 + 5
Tumble Dex* 17 = +4 + 11 + 2 [jump]
Use Magic Device Cha 12 = +1 + 11
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Bluff >=5 ranks gives + 2 on disguise checks to act in character.
Search >=5 ranks gives + 2 on survival checks while tracking.

Half-Elf
Immune to magical sleep
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on listen, search, and spot checks
+ 2 racial bonus on diplomacy and gather information checks

Rogue
Sneak Attack +4d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8)


EQUIPMENT:
Amulet of Health +2: 4000 GP
Boots of Striding and Springing: 5500 GP
Circlet of Persuasion: 4500 GP
Cloak of Resistance +2: 4000 GP
Handy haversack: 2000 GP
Ring of Dexterity +2: 4000 GP
Mithral Chain Shirt +1: 2100 GP

[This message has been edited by Trogg (edited 03-13-2008 @ 07:08 AM).]

posted 03-11-08 10:54 AM EDT (US)     15 / 20  
Name: Artaxerxes Darian (or just "Art")
Race: Human
Class: Favored Soul 8
Alignment: Lawful Good
Deity: Manwë
Languages: Common

Abilities:
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 20 (+5)
Charisma: 13 (+1) (average)
-Magnetism: 10 (+0)
-Potential: 16 (+3)

HP: 59 (10+7x7) (10 wound pts)
AC 23 (10 + 10 armor + 1 dex + 2 deflection)

Saves:
Fort: +8 (6 class + 2 con)
Ref: +7 (6 class + 1 dex)
Will: +11 (6 class + 5 wis)

Feats:
Weapon Focus (longbow)
Zen Archery
Point Blank Shot
Armor Proficiency (heavy)
Dodge

Attacks:
+1 Shock Mighty Composite (+3 str bonus) Longbow: +13/+8 (6 base + 1 feat + 1 magic + 5 wis)
+1 Spear: +10/+5 (6 base + 3 str + 1 magic)
Touch Attack: +9 (6 base + 3 str)
Ranged Touch Attack: +7 (6 base + 1 dex)

Damage:
Longbow: 1d8+4+1d6 (3 str + 1 magic + 1d6 shock)
Spear: 1d8+5 (4 str + 1 magic)

Equipment:
+1 Shock Mighty Composite (+3 str bonus) Longbow (3 lb), Quiver of Ehlonna (3 lb), +1 Spear (6 lb), +2 Full Plate (50 lb), Periapt of Wisdom +2, Amulet of Health +2, Ring of Protection +2, wand of cure light wounds (50 charges), 50 feet of silk rope (5 lb), Holy Symbol of Manwë, 1 gem worth 500 gp, another worth 200 gp, 85 gp (1 lb).
Weight Carried: 68 lbs
Arrows: 60

Speed: 20 feet

Skills: (28 pts)
Concentration (+9) (7 ranks + 2 con)
Heal (+12) (7 ranks + 5 wis)
Sense Motive (+12) (7 ranks + 5 wis)
Spellcraft (+7) (7 ranks)

Special Abilities:

Fire protection 10.

Spells per Day:
0: 6
1: 7
2: 7
3: 6
4: 3

Spells Known:
0: Detect Magic, Read Magic, Light, Create Water, Purify Food & Drink, Mending, Detect Poison, Cure Minor Wounds.
1: Doom, Divine Favor, Command, Protection from Evil, Cure Light Wounds, Lesser Vigor.
2: Cure Moderate Wounds, Darkness, Spiritual Weapon, Hold Person, Bull's Strength.
3: Darkfire, Cure Serious Wounds, Invisibility Purge, Dispel Magic.
4: Divine Power, Tongues, Cure Critical Wounds

DC to resist: 15 + spell level (10 + 5 wis)

Spell Summary:
Doom -- cause an enemy to be shaken (will negates)
Divine Favor -- +1 att/dmg per 3 caster levels
Command -- Approach, Drop, Fall, Free, or Halt, will negates.
Protection from Evil -- +2 deflection to AC and +2 to saves against evil, other protections.
Cure Light Wounds: 1d8+5
Cure Moderate Wounds: 2d8+8
Cure Serious Wounds: 3d8+8
Cure Critical Wounds: 4d8+8
Darkness: 20 feet of dimness giving concealment to those inside.
Spiritual Weapon: Weapon of force shows up and does 1d8 + 1/3 levels damage, attacks same target until move action, starting on casting turn, attacks at bab + Wis (+11).
Hold Person: humanoid can't take actions for up to 1 round/level, but Will saves as full action every round.
Bull's Strength: +4 to str for 1 min/level.
Invisibility Purge: For 1 min/level, sphere of radius 5 ft/level negates invisibility (now 40 ft)
Dispel Magic: Dispel an effect or suppress item or counterspell, dispel check 1d20+level.
Divine Favor: BaB becomes level, +6 to str, temp hp equal to level.
Tongues: Creature touched can speak and understand any language, no matter what. Can only speak one at a time.

Appearance:

Artaxerxes is a short (about 5'7"), aging (he's perhaps forty-five or fifty), noble-looking man. He has once-strong features softened by age and short grey hair, balding on top. Despite his age, he's very strong and very physically fit, like he had a past as a great warrior, but in his gaze is experience and wisdom and a weathered wit.

Although he's not usually wearing full battlearmor, he constantly walks as though he did. If asked, he'd say it was because he had spent too much time in it during some time now forgotten. He usually wears plain white or brown or green robes, the perfect image of a pious old man with a slightly unusual gait.

Biography:

Art serves in the chapel of Manwë and keeps to himself, a pious and simple man. Much of his past is unknown, but it is known that he has a heart of gold. His past is irrelevant, he'd say if asked, and his present is what he lives for. He helps those he can and often those he normally couldn't, and he serves Manwë faithfully.

When prepared for battle, whether physical or a little more subtle, his heart of gold becomes a heart of some harder metal. He is rarely strict but fears little, to the point of getting in the way of younger folk who think they can walk over him. Few have seen him don full battlearmor, bow and spear, but when he does he ceases to be the gently stubborn old man and becomes as feirce as a lion. It is truly formidable to see him fully prepared for battle, a state that rarely comes about except when something is truly important to him.

He has often said "speak softly and carry a big stick," a phrase that was repeated many years later in a different but similar plane of existance by a wise President of the United States.

Significant NPCs:
Art never found time for a family, with all the people in need in the world. He is familiar with many of the clerics and favored souls and other pious beings in the region, but he's notoriously private and very difficult to get close to, again hinting at some different lifestyle he may have held at one point.

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 05-02-2009 @ 06:58 PM).]

posted 12-03-08 11:59 PM EDT (US)     16 / 20  
And here we go..

Name: Görmrut Longblade
Race: Human
Sex: Male
Physical appearance:Heavy build, lacking a neck, stocky looking chap.
Clothing: A short jerkin attached to the overcoat. His overcoat has wear and tare from the years of farm work, with minor cuts throughout. Has a black doublet from the shoulders down, protruding towards the end of the palm. White cuffs were threaded into the doublet.
Biography: Görmrut Longblade worked 3 fields near the south end of Krynn, almost completely isolated from any cities of the humanoid faction. His lives in a small log house built from the rock of the earth, with sweat and blood he built a seemless one story house. No more no less. The lands are rough in the winter, pure snow and ice drape the lands leaving the ground hard as rock. His springs and summer seasons are more important than ever, promising himself to always come along with a good harvest to survive the brutal winters. Occasionally raiders have ridden passed his lands baring threat on his crops, in which he has built a small, yet capable palisade fence in order to maintain some sort of security on his lands. A natural creek flows freely through his gated of land, which provides the ground to fertile during the spring, bringing lushes of crop in the summer. He comes from a poor family, his father died in wars of the king, and his mother had died of causes not known to man. His dad brought a legacy to his death, being one of the many courageous men to fight for the Empire of Ergoth.
======================
Mechanics:
level 6

Strength = 20
Muscle: 21
Fitness: 19

Dexterity = 9
Agility: 4
Coordination: 5

Constitution = 18
Ruggedness: 18
Health: 18

Intelligence = 10
Insight: 5
Memory: 5

Wisdom = 15
Perception: 9
Devotion: 6

Charisma = 15
Magnetism: 6
Potential: 9
======================
NPCs:
Görmrut's life long friend lives with him on his land, he too lives in the small house. Fiarlin, Görmrut's friend, is a skilled woodsman, he had helped Görmrut build his fence many years ago. Fiarlin however is not a farmer, but is learning the trade.
======================
Equipment:
Barkskin Armour - AC: +1 Armour @ 1000GP (Lvl 5)
Heavy Shield, +2 shield bonus ; -2 check @ 10GP
Sickle:, purely for farming use. @ 2GP
Father's Great Axe: +1 axe crit ; -1 check; @ 30GP
Hunting Long Bow:, +2 Prof ; 20/40 Range @ 30GP
x30 arrows in quiver: Built heads ; + 1 Bow prof @ 1GP
100ft of chain: @ 300GP
Standard adventure's kit: @ 15GP
Wagon: @ 20GP
A forest: Priceless...

Total: 30,000-1408 = 28592
======================
Feats:
Action Surge
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you
make during any action you gained by spending an
action point.


Far Throw
Prerequisite: Str 13
Benefit: When you use a thrown weapon such as
a dagger or a javelin, increase both the normal range
and the long range by 2 squares.


Armour Proficiency
Prerequisite: none
Benefit: Training with leather Armour

Armour Proficiency
Prerequisite: Training with Leather Armour
Benefit: Training with hide armour.

Power Attack
Prerequisite: Str 15
Benefit: +2 damage for –2 to attack

Powerful Charge
Prerequisite: Str 13
Benefit: +2 damage, +2 to bull rush on a charge

Deadly Axe
Prerequisite: Str 17 Con 13
Benefit: Treat all axes as a high crit weapon.
======================
Saves:

Fortitude: +7 (3class + 4class)

======================

[This message has been edited by Daelon (edited 12-11-2008 @ 10:40 PM).]

posted 12-05-08 11:51 AM EDT (US)     17 / 20  
Name: Ismal
Race: Golden half-dragon (half gold dragon, half human)
Character level: 6 (ECL 9)
Class: level 6 paladin
Languages: Common, Draconic
Alignment: Lawful good
Deity: Bahamut (LG dragon deity)
Height: 6 feet
Wight: 175 lb

Physical appearance:
Ismal is the size of a large human, and the dimensions of his body is very much like that of a human. The difference is that he is covered in golden scales and that his head looks like a mix between the head of a human and the head of a dragon. His mouth is big and filled with sharp teeth. He had no hair on his head, which instead is covered with golden scales like the rest of his body. His hands and feet are “dragon-like” and clawed

Clothing:
Ismal is seldom seen without his shiny glittering lightsilver chain shirt. Beneath it he wears a shirt of health and a pair of short pants. He is usually barefooted as finding boots that fits his feet is difficult. Over his armor Ismal wears a dark green cloak which enhances his charisma and offers some protection against hostile magic. Ismal’s inner draconic heat source usually keeps him warm, and in very cold weather he prefers to use magic (endure elements) to keep himself warm rather then wear heavy clothing.

Biography:
Ismal is a son of Istyparkith, a female gold dragon cleric of Bahamut who regularly mates with humans or elves to produce half-dragons that can serve her good. Her offspring is of course free to choose their own destiny, but many choose to become clerics or paladins of Bahamut. Ismal was among those that chose to become a paladin. It soon became clear that Ismal’s skills and abilities surpassed all of his siblings and it didn’t take long for him to become an important agent of his god.
When Toril became connected with Arda, Bahamut wanted to know about this new world, so he sent agents into it to investigate. Ismal being a promising paladin with good diplomatic skills and a more “flexible” mind than most paladins, was among those chosen. His and the other agents main tasks was to find out it there was basis for Bahamut to establish himself as a deity in the new world, and if possible make such a thing possible by recruiting followers. An equally important task was to look out for signs of Bahamut’s arc-enemy Tiamat and if possible prevent her from establish herself in Arda.
Being half-human, it was Ismal’s task to seek out human populations, and his travels soon brought him to Jheridura, where he found that the population admired and greatly respected dragons of all kind. Being a half-dragon he was welcomed with much enthusiasm, and was soon invited to the royal palace where he was received by the local ruler Prince Diarkan Goldshield. Ismal found that although Prince Diarkan wasn’t entirely devoted to good, he was a good ruler to his people, good enough to earn Ismal’s respect. The paladin and the prince found that they liked each others and before long Ismal was made the head of Diarkan’s personal bodyguard. This was an arrangement that suited both well, Ismal could inspirer the better side of Diarkan’s nature and slowly begin to spread the faith of Bahamut, while the prince gained extra respect by having a half-dragon in his service and being seen with it wherever he went.
Ismal had only been in Diarkan’s service for a little more then a month, when Lord Caradge revealed the Jade Warrior and effectively assumed power in the city. Both Ismal and the Prince knew that they were only allowed to live because Caradge didn’t want to agonize the people by killing their formal ruler or his popular half dragon bodyguard. Ismal would have liked to stop Caradge personally, but he knew that the sorcerer was far too powerful, and Ismal was not one of those paladins who dreamed of dying an “honorable death”.
Instead, Ismal who could move around much more freely, and who was a good deal more stealthy then most would have expected, became the link between Prince Diarkan and a resistance group that had formed against Caradge.

Abilities:
Strength: 26 (+8) (8 points +8 race +1 level 4 +2 magic)
Dexterity: 15 (+2) (6 points)
-Agility: 14 (+2)
-Coordination: 16 (+3)
Constitution: 18 (+4) (6 points +2 race +2 magic)
Intelligence: 12 (+1) (2 points +2 race)
Wisdom: 13 (+1) (5 points)
-Perception: 12 (+1)
-Devotion: 14 (+2)
Charisma: 17(+4) (5 points +2 race +2 magic)
-Magnetism: 14 (+2)
-Potential: 20 (+5)

Hp: 64, wounds threshold 24, exhausted 12, Disabled 0, dying -5 , clinical dead -19, true dead -37
AC: 27 (10 +4 natural armor +6 armor +3 shield +3 coo +1 amulet) (26 without melee weapon)

Saves:
Fortitude: +15 (5 class + 5 divined grace + 4 con + 1 cloak)
Reflex: +10 (2 class + 5 divined grace + 2 Agi + 1 cloak)
Will: +10 (2 class + 5 divined grace + 2 devotion + 1 cloak) (only +9 against illusions)

Feats:
Exotic weapon proficiency (spiked chain) (human feat)
Power attack (level 1 feat)
Cleave (level 3 feat)
Improved buckler defense (level 6 feat)

Carrying capacity:
Ismal: Light load: 306 lb or less, medium load: 307–613 lb, Heavy load: 614–920 lb.
Blackwind: Light load: 348 lb or less, medium load: 349–699 lb, Heavy load: 700–1050 lb.

Equipment:
+1 magic spiked chain, 2325 gp, 10 lb
+1 composite (+8 str) longbow, 3200 gp, 3 lb
40 cold iron arrows, 4 gp, 6 lb
20 silver arrows, 42 gp, 3 lb
Masterwork cold iron warhammer, 324 gp, 5 lb
Masterwork silver greatsword, 530 gp, 8 lb
+2 buckler, 4165 gp, 5 lb
+2 magic lightsilver (mithral) chain shirt, 5100 gp, 10 lb
Amulet of natural armor +1, 2000 gp
Shirt of health +2, 4000 gp
Belt of strength +2, 4000 gp
Wand of cure light wounds, 750 gp
Wand of protection from evil, 750 gp
Cloak of charisma +2 and resistance +1, 5500 gp, 1 lb
4 potions of enlarge person, 200 gp
4 scrolls of bless weapon (cl 2), 200 gp
4 scrolls of divine favor, 100 gp
2 scrolls of lesser restoration, 50 gp
4 scrolls of magic weapon, 100 gp
Sunrod, 2 gp, 1 lb
(=52 lb)
361 gp

Backpack 2 gp, 2 lb
Bedroll, 1 sp, 5 lb
Flint and steel, 1 gp
2 torches, 2 lb
4 days of trail rations, 2 gp, 4 lb
50 feet of silk rope, 10 gp, 5 lb
Grappling hook, 1 gp, 4 lb
2 Sacks, 2 sp, 1 lb
Waterskin, 1 gp, 4 lb
(=27 lb)

On Backwind:
Darkwood Saddle, Military, 320 gp, 15 lb
+1 chain shirt barding (horse armor), 1550 gp, 50 lb
Bit and bridle 2 gp, 1 lb
Masterwork Darkwood Lance 410 gp 5 lb
(=71 lb)

Ismal: 79 lb (Light load), Blackwind carrying Ismal: 325 lb (Light load)

Base arrack/grabble: +6/+14

Attacks:
+1 magic spiked chain: +14, 2d4+13 damage, 10 ft reach
Masterwork warhammer: +15, 1d8+8 damage
Masterwork warhammer (2-handed): +14, 1d8+12 damage
Masterwork silver greatsword: +14, 2d6+11 damage
Claw: +14, 1d4+8 damage
Masterwork Lance: +15, 1d8+8 damage, 10 ft reach
Masterwork Lance (2-handed): +14, 1d8+12 damage, 10 ft reach
+1 composite (+8 str) longbow: +10, 1d8+9 damage, 110 ft

Full attacks:
+1 magic spiked chain: +14/+9, 2d4+14 damage, 10 ft reach and bite +9, 1d6+4 damage
Masterwork warhammer: +15/+10, 1d8+8 damage and claw +8, 1d4+4 damage and bite +9, 1d6+4 damage
Masterwork warhammer (2-handed): +14/+9, 1d8+12 damage and bite +9, 1d6+4 damage
Masterwork silver greatsword: +14/+9, 2d6+11 damage and bite +9, 1d6+4 damage
Masterwork Lance: +15/+10, 1d8+8 damage, 10 ft reach and claw +8, 1d4+4 damage and bite +9, 1d6+4 damage
Masterwork Lance (2-handed): +14/+9, 1d8+12 damage, 10 ft reach and bite +9, 1d6+4 damage
Claw/claw: +14/+13, 1d4+8 damage and bite +9, 1d6+4 damage
+1 composite (+8 str) longbow: +10/+5, 1d8+9 damage, 110 ft

Skills: (36 points)
Diplomacy: (5 ranks+2mag+2synergy)= +9
Handle animal: (2 ranks+2mag)= +4
Heal: (1 rank+1per)= +2
Ride: (8 ranks+3coo)= +11
Knowledge (religion): (5 ranks+1ins)= +6
Sense Motive: (5 ranks+1per)= +6
Tumble (cc): (2 ranks+2dex)= +4
Jump (cc): (1 rank+8 str)= +9
Hide (cc): (1 rank+2agi)= +3
Move silently (cc): (1 rank+2agi)= +3

Race features:
Str +8, Con +2, Int +2, Cha +2
Natural armor +4
Natural attacks: 2 x claw (1d4) + bite (1d6)
Special Attack: 1/day: cone of fire, 6d8 damage, 30 ft length
Immunity to fire, sleep and paralysis
Darkvision 60 ft
Low light vision

Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
Detect Evil (Sp): At will, can use detect evil, as the spell.
Smite Evil (Su): 2/day, +5 to attack, +6 to damage
Divine Grace (Su): bonus equal to Charisma bonus (+5) on all saving throws.
Lay on Hands (Su): 30 points of healing per day
Aura of courage (Su): Immune to fear, allies within 10 ft gains +4 against fear
Divine health: Immune to diseases
Turn undead (6/day, as level 3 cleric, turning check 1d20+7, turning damage 2d6+8)
Special mount (Blackwind) (Sp): 12 hours/day
Remove disease (Sp): 1/week

Spells:
Level 1: 2/day

Speed:
Base speed: 30 feet.
Double Move or charge: 60 feet.
Run: 60 feet.
Full-round run: 120 feet.

Special mount:
Blackwind (heavy warhorse)
Magical beast (augmented animal) (6 HD)
Hp: 48, wounds threshold 32, exhausted 16, Disabled 0, dying -4 , clinical dead -18, true dead -36
AC: 23 ((–1 size, +1 Dex, +8 natural, +5 armor), touch 10, flat-footed 22

Abilities:
Strength: 19 (+4)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 6 (-2)
Wisdom: 13 (+1)
Charisma: 6(-2)

Saves:
Fortitude: +8
Reflex: +6
Will: +3

Feats:
Endurance
Run
Improved natural attack (hoof)

Attack:
Hoof +7 melee (1d8+4)
Full attack:
2 hooves +7 melee (1d8+4) and bite +2 melee (1d4+2)

Skills:
Listen: +6
Spot: +5

Special Qualities:
Low-light vision
Scent

Speed:
Base speed: 50 ft
Double move or charge: 100 ft
Run: 125 ft
Full run: 250 ft

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 12-05-2008 @ 02:23 PM).]

posted 12-10-08 01:41 AM EDT (US)     18 / 20  
Name: Rashimi Nysellia
Race: Human (actually 3/4 human, 1/4 elf)
Sex: Female
Physical appearance: Rashimi stands about 5’ 9” (1.75m), weighs 134 pounds (61 kg), and has straight brown hair, hazel eyes, a tapered chin, light brown skin, and a slender figure. Although the splash of elven blood in her veins is not enough to give her obvious physical signs of her heritage, Rashimi’s grace and features are predictable consequences of her hybrid ancestry. Although healthy and still beautiful by human standards, having now seen thirty-four winters, she is beginning to show signs of her age.

Clothing: Rashimi typically wears high-quality but not ostentatious fabrics, generally favoring browns and other dark colors. She does occasionally wear jewelry. Rashimi’s dark brown armor was custom-built to fit her figure similarly to a more normal tunic and is covered over in a layer of cloth to provide the illusion that she is not actually wearing armor.

Biography: Born into a well-known merchant family, Rashimi Dhalani was raised from an early age in the necessities of commerce during the increasingly chaotic times created by the Dark Prince War. Although one of her older brothers was the heir to her family’s business, Rashimi nonetheless had enough of an endowment to open a branch of her family’s trading company, transporting and selling various manners of crafted goods. As the war worsened, Rashimi’s branch was more and more involved with transporting supplies for the war effort, even people on occasion such as spies or commandos, although she vehemently avoided transporting forced laborers. At other times, she began to smuggle rationed goods to beleagured cities, and providing the necessary bribes to keep officious law enforcement quiet. As a necessity of having a middle role in her company and wanting to oversee the duties herself, she took a personal role in the business and learned the skills of an adventurer necessary to survive while doing so.

The Dhalani family has done business with tradesmen from the Nysellia clan of the Hylar tribe since Rashimi’s father’s childhood. When she was a teenager, Rashimi herself was smitten by a carpenter named Ilidin who had come to live in Jheridura making high-quality and even slightly magical wooden implements that he sold to the Dhalani traders. Figuring that creating a lasting business alliance with the Nysellia crafters and noticing his daughter’s infatuation for the elf, Rashimi’s father decided to arrange for her to marry him instead of a nobleman in the House of Jannun, a rival household to that of the Caradges. Rashimi and Ilidin enjoyed a happy marriage for many years, resulting in two sons aged four and eleven, the couple continued to expand their business even in the face of the war. However, when the war ended, warning signs appeared from the current lord of the Caradges’ household, culminating in the revealing of a statue with which the wizard managed to cow and corrupt many of the people and government, effectively seizing power. Realizing that the elven population of Jheridura would soon be cleansed from the city, Rashimi began to put together a network of future rebels, some of whom were sympathetic to the Hylar, others to the usurped Prince’s position, and still others who thought that the Jannuns should have ruled Jheridura all along.

Mechanics:

Rogue level 7

Strength: 12 [Muscle 10, Fitness 14]
Dexterity: 19 (+1 at 4th) [Agility 18, Coordination 20]
Constitution: 13 [Health 14, Ruggedness 12]
Intelligence: 15 [Insight 14, Memory 16]
Wisdom: 16
Charisma: 15 [Magnetism 16, Potential 14]

Hit points: 40 (Wounds threshold 12, Exhausted 6, Disabled 0, Dying -2, Clinically Dead -13, Lost and Gone Forever -25)

Base speed: 30 feet.

Armor class: 21
Flat-footed 21 (Uncanny Dodge)
Touch 15

Initiative Modifier +4 [Dexterity]
Fortitude Save: +3 (+4 vs. size independent) [2 class + 1 Rug (+2 Hea)]
Reflex Save: +8 [+5 Class +3 Agi]
Will Save: +5 [+2 Class +3 Wis]
Attack (handheld): +7 [+5 base +2 Fit]
Attack (missile): +10 [+5 base +5 Coo]
Grapple: +5 (base)

Light load: 33 lb
Medium load: 66 lb
Heavy load: 100 lb
Lift over head: 100 lb
Lift off ground: 200 lb
Push or drag: 500 lb

Languages: Common, Hylarin, Khuzdul, Local desert dialect

Attacks:
Repeating Light Crossbow +11
Short Sword + 8

Full Attack:
2 Short Swords +6/+6

Damage:
Repeating Light Crossbow d8 + 1 (+ 4d6 sneak attack)
Short Sword d6 + 1 (+ 4d6 sneak attack)

Feats:
Aimed Attack
Negotiator
Persuasive
Two-weapon fighting

Skills:
Appraise: 6 (+8)
Balance: 2 (+6)
Bluff: 6 (+11)
Climb: 1 (+3)
Diplomacy: 10 (+15)
Disable Device: 3 (+8)
Disguise: 6 (+9)
Forgery: 5 (+7)
Gather Information: 6 (+9)
Intimidate: 0 (+5)
Jump: 1 (+3)
Knowledge (local): 10 (+12)
Listen: 10 (+13)
Move Silently: 10 (+14)
Open Lock: 5 (+10)
Profession (merchant): 10 (+13)
Search: 6 (+8)
Sense Motive: 8 (+13)
Slight of Hand: 3 (+8)
Swim: 1 (+3)
Tumble: 5 (+9)
Use Magic Device: 3 (+5)
Use Rope: 3 (+8)

Racial abilities:
Extra feat
Extra skill point (as if Memory were two points better)

Class abilities:
Sneak Attack +4d6
Evasion
Trapfinding
Uncanny Dodge
Trap Sense +2

Equipment:
Two +1 Short Swords (~4600 gp)
+1 Repeating Light Crossbow (~2700 gp)
+2 Studded Leather Armor (~4200 gp)
+1 Amulet of Natural Armor (2000 gp)
+1 Ring of Protection (2000 gp)
+2 Hairbow of Charisma (4000 gp; uses the headband slot)
+2 Armband of Dexterity (4000 gp)
Handy Haversack (2000 gp)

-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 12-10-2008 @ 02:00 PM).]

posted 01-05-09 10:48 AM EDT (US)     19 / 20  
Name: Lirya

Race: Half-Elf, 5th level Sorceress, 1th level Rogue

Sex: Female

Alignment: Neutral.

Physical appearance: 180cm and 63kg. Lirya has long blue hair due to her draconic heritage, but she usually color it black so that she won't stand out. Her eyes are blue. Her face has a more human then elven look.

Clothing: Lirya does not care much about clothing as long as the clothing is comfortable. Usually she will wear a plain travelers outfit, and stay away from bright colors.
She does like jewelry if she has any... Her dagger is concealed on her body.

Biography: Lirya was born in a southern desert city of trade and thievery. Her parents are unknown so she grew up on the city streets doing her best to survive. As a young girl a cat bounded himself to her. Being young she called the cat simply for "Cat" and never cared to make up a more elaborate name for him. Cat was also the nickname Lirya went by unless she only was refered to as girl.

One of Liryas first memories was when she was caught in the middle of a fight as some gaurdsmen where trying to arrest a man charged for assasination and murder. After the fight she managed to steal a magic dagger the now dead man was holding.

She has suppressed many of the more horrible memories, but she still has nightmares of Clerics using homeless children in most horrible manners. This is one reason why she distrusts gods and people who profess their faith.

Mereth was a childhood friend of Lirya, they often cooperated while stealing. They usually shared the money and food they stole as well. Some days if they had enough food or money not to risk starving they would find an abandoned house where Lirya would practice singing while Mereth practiced dancing.

When Lirya was around 17 years old, a Sorcerer named Teeris sensing her talent as well as her bond with Cat asked her to become his apprentice. Lirya accepted believing this to be easier then life on the street, and it was at this time She decided to take the name "Lirya".

...

Her master often got strange visitors, many who he traded rare magical items with often in a less then law full fashion. Teeris never told her their names, claiming it would place her in a position of great danger.

One day a bard came by wishing for help getting a magical ring he claimed would make him a legendary singer. While they where traveling together the bard thought her a little about singing. After they found the ring the bard was killed by an ogre, so Lirya took the ring for herself.

Some years later Teeris found out about a magical sword in the posession of a rich merchant from Lirya's home town. Since the merchant knew Teeris and he didn't want to alert him. Teeris asked Lirya to infiltrate the merchant's household. Lirya quickly discovered that the merchant housed a small thieves guild. There she met Mereth once again and he quickly agreed to help her get the magical sword. He could also inform her that the merchant possesed numerous other items of great value. A few days later when Teeris was ready in case they needed backup, Lirya and Mereth sneaked into the inner chambers. They quickly located the room were the sword was stored. Next to it they also found a cloak and a rapier. Since Lirya could use magic they agreed that Mereth should take the rapier, and because of that Lirya took the cloak. After that they left taking the sword with them. While they were leaving a magical alarm went of. And soon enough few gaurds ran by, not seeing Lirya in her new cloak. Then one gaurd fell to Mereth's new rapier, while Lirya used charm on the other. They quickly convinced him to run in one direction shouting "this way!". They then quietly sneaked out the opposite way. The merchant angry after having been robbed by his own thief, and soon learned that Mereth also had help from some girl he knew, never relised that Teeris had been involved. So he promised himself he would get revenge one way or another, and hopefully his magic Items as well.

While they were leaving the city Lirya asked Mereth what he would do now after since he couldn't return to the group of thieves. Andy replied that he would practice his dancing, see if he could learn the secret art of shaddow dancing. Upon saying goodby they agreed that they should team up again soon.

Some months later just after a visitor who often came by left, Lirya found Teeris in his library dead. After searching the area the she triggered a magic mouth uttering only the name "Caradge". The magic sword they stole some time ago was also gone together with most of Teeris' other magic items. After this she left taking with her the few magical items left, hopeing to find this Caradge and if possibly avenge Teeris's death.




Abilities:
STR = 10
Muscle 10 (0)
Fitness 10 (0)

DEX = 20 (+5)(+2 Gloves of Dex)

CON = 14 (+2 Amulet of Health)
Ruggedness 12 (+1)
Health 16 (+3)

INT = 17
Insight 16 (+3)
Memory 18 (+4)

WIS = 16 (+3)

CHA = 20 (+4)(+2 Cloak of Cha++)

Languages:
Common, Draconic, Elven, Dwarven, Halfling

Saves:
Fortitude: +3 (1 Rugged + 1 Sorc +1 Cloak of Resistance++)
Reflex: +9 (5 dex + 1 Sorc +2 Rogue +1 Cloak of Resistance++)
Will: +7 (3 wis + 4 Sorc +1 Cloak of Resistance++)

Base Attack: 7 = 2 (base sorc) + 5 (dex)
Melee Attack:
Dagger: 7 (1d4) 19-20/2


Hp: 33
Wounds threshold = 18
Fatigued < 18
Exhausted < 9
Disabled = 0
Dying = -2
Clinically dead = -13
Dead = -25

Ac: 15 = 10 + 5

Light Load: 33 lb.
Medium Load: 34-66 lb.
Heavy Load: 67-100 lb.

Base Speed: 30 ft.


Feats

Weapon Finesse

Still Spell

Silent Spell




Class abilities: Rogue
Sneak attack +1d6
Trapfinding

Racial abilities:
Immunity to sleep spells,
+2 bonus on saving throws against enchantments spells/effects
Low-Light Vision

Spellls per day:
6 level 0 spells
8 level 1 spells (6 sorc + 2 cha spell)
5 level 2 spells (4 sorc + 1 cha spell)




Spells known:
0 Level:
Detect Poison
Detect Magic
Mage Hand
Mending
Message
Open/Close

1 Level:
Mage Armor
Sleep
Magic Missile
Charm Person

2 Level:
Invisibility
Detect Thoughts

Spells known with the ring:
Level 1 spell, Shield
Level 2 spell, False Life


Skills:
Appraise: 3 ins = 3
Balance: 5 dex = 5
Bluff: 9 ranks + 5 cha + 3 circlet = 17
Climb: 0
Concentration: 8 ranks + 3 wis = 11 (modified by Wis)
Diplomacy: 5 cha + 2 racial + 2 bluff +2 Sense motive +3 Circlet = 14
Disguise: 5 ranks + 5 cha +2 bluff +3 circlet = 15
Escape Artist: 1 ranks + 5 dex = 6
Forgery: 3 ins = 3
Gather Information: 1 ranks +5 cha + 2 know(loc) + 2 racial +3 circlet = 13
Hide: 5 ranks + 5 dex +5 Cloak of Hiding++ = 15
Intimidate: 5 cha + 2 bluff +3 circlet = 10
Jump: 0
Knowledge (arcana): 9 ranks + 3 ins = 12
Knowledge (local): 5 ranks + 3 ins = 8
Listen: 3 wis +1 racial = 4
Move Silently: 5 ranks + 5 dex +3 cat +5 Boots = 18
Perform: Sing: 9 ranks + 5 cha + 5 ring of sing +3 circlet= 22
Search: 3 ins + 1 racial = 4
Sense Motive: 7 ranks +3 wis = 10
Sleight of Hand: 5 ranks + 5 dex + 2 bluff = 12
Spellcraft: 9 ranks +3 ins + 2 know(arc) = 14
Spot: 3 wis +1 racial = 4
Survival: 3 wis = 3
Use Rope: 5 dex = 5




Equipment: 36.5 lb (8 lb, This and that is in the bag of holding)
Magical:
Handy Haversack 2 000 5 lb
Ring of Spells Great Magic Item (You know the stored spells and you can cast them like any other spells you know)
Ring of Singing 2 500 +5 in Preform (Sing) skill
Boots of elvenkind 2 500 1 lb (+5 Move Silently)
Cloak of Charisma and Hiding and Resistance 9 250 1 lb (+ 2 Cha + 5 Hide +1 to saving throws)
Amulet of Health 4 000+ 2 Con
Circlet of Persuasion and Disguise 7 200 Charisma Checks + 3 + Disguise Self
Gloves of Dexterity 4 000 + 2 Dex


33 263gp 3sp
This and that:
Bedroll: 1 sp, 1 lb
Flint and steel: 1 gp
Lantern (bullseye): 12 gp, 3 lb
2 Oil flask: 2 sp, 2 lb
Rations (3 days): 1gp and 5 sp, 3 lb
2 Waterskins: 2 gp, 8 lb
Spell component pouch: 5 gp 2 lb
Mirror, small steel: 10gp 1/2 lb
Disguise kit: 50gp 8lb
Thieves' tools: 30gp 1 lb
Dagger 2gp 1 lb

Scrolls:
fireball x 2 750 gp
spider climb x 2 300gp
knock x 2 300gp
alarm x 10 125gp
feather fall x 4 100gp


Total spent: 33 138 gp and 3 sp

Money left: 2 861gp and 7 sp





Familiar:
Cat the cat.
Tiny Animal

Abilities:
Str 3 (-4)
Dex 15 (+2)
Con 10 (0)
Int 8? (-1)
Wis 12 (+1)
Cha 7 (-2)

Hit Dice: 6
Hp 16
Speed 30 ft.
Ac 17 (+2 size +2 dex +3 nat armor) touch 14, flat-footed 15
Atack:
Claw +4 melee(1d2-4)
Special Qualities: Low-light vision, scent
Full Attack:
2 claws +4(1d2-4) and bite -1 melee(1d3-4)

Saves:
Fortitude: 2
Reflex: 5 (3 base? + 2 dex)
Will: 5 (4 base? + 1 wis)

Skills:

Balance: 10 ranks +8 racial +2 dex = 20
Climb: 6 ranks + 4 racial + 2 dex = 12
Hide: 14 ranks +4 racial(+8 in areas of tall grass..) +2 dex = 20 (24 in areas of tall grass...)
Jump: 10 ranks + 8 racial + 2 dex = 20
Listen: 3 ranks + 1 wis = 4
Move Silently: 6 ranks + 4 racial + 2 dex = 12
Spot: 3 ranks + 1 wis = 4

Feats:
Weapon Finesse,
Alertness,
Improved Evasion,
Share Spells,
Empathic link,
Deliver touch spells,
Speak with master.




NPCs:
Teeris, during his younger days Teeris worked as a mercenary, willing to kill anyone if the price was right. He soon developed an interest for great magic, and studied it whenever he had a chance. His specialties were ancient artifacts as well as the differences between great and lesser magic. As time went by he found himself often working for Caradge, who shared his interest in ancient artifacts. But the way Caradge used the great magic for death and destruction bothered Teeris, as he looked upon great magic as a goal in itself, not as a tool to be used by greedy mortals. At this point he found Lirya and decided to teach her, hoping for some kind of redemption. He dared not cut his ties to the past completely, but did his best to protect Lirya from it.

Mereth:
Human, rogue/(shadow dancer?), Male. 180 cm, 75 kg.
he usually wears black or other dark colored cloths.

Mereth's parents where both poor farmers and sold him at a young age to some clerics in a nearby city. Being afraid of this new place he somehow managed to run away from their monastery. While wandering around in this city of trade and thievery, he met Lirya. They quickly became good friends.

After Lirya left with Teeris he joined a local group of thieves employed by a rich merchant. He learned pretty quickly and quickly gained some renown for his skill. The merchant also often used him to keep an eye on adventurers he hired.

[This message has been edited by Rainbowdragon (edited 01-17-2009 @ 10:26 AM).]

posted 04-28-09 01:57 AM EDT (US)     20 / 20  
Name: Jänz Kran (the A is pronounced with an au Ja-unz)

Race: Hybrid (Elven + Vampire)

Gender: Male

Language: Elven, Human, Vampire

Class: Assassin 10

Alignment: N/A

Abilities:
Strength: 10
Dexterity: 10
Constitution: 13
Health: 23
Ruggedness: 14
Intelligence: 16
Wisdom: 12
Charisma: 9
Magnetism: 0
Potential: 16
Stealth: 15 (+10)
Security: 15 (+10)
Marksman: 20 (+10)

Racial Bonuses:
Vampire: see in dark, feast on blood.
Elven: hear far away distances.

Hit Points: 50
AC: 30 (10 + 10Stealth + 10 Security)

Saves:
Reflex: +6 (5 class + 10 Stealth)

Feats:
Critical Damage (from Stealth)
Long Shot (From Potential)
Poison Bow (Bow of Poison)

Equipment:+1 Bow of Poison (poison dmg -5), Steel Arrows, +3 Assassins Suit (+10 security/marksman/Stealth), +2 Dagger of Silence (for simplicity, no powers), Coins worth of 500.

Attacks:
+1 Bow of Poison: +10(5 + 5 poison) crit 20-23/x3
+2 Dagger of Silence: +15 (15) crit 19/x2

Damage:
+1 Bow of Poison: 10d5+5 (5 str + 5 poison)
+2 Dagger of Silence: 15d10+5 (10 str + 5 int)

Base Speed: 30 feet

Skills: (43 pts)
Climb: +6 (3 pts + 4 str - 1 armor check)
Concentration: +8 (1 pt + 4 int)
Jump: +8 (5 pts + 4 str - 1 armor check)
Knowledge (history): +9 (5 pts + 4 int)
Knowledge (geography): +9 (5 pts + 4 int)
Knowledge (stealth): +9 (5 pts + 4 int)
Swim: +5 (3 pts + 4 str - 2 armor check)

Elf: +2 on Search, Spot, and Listen (+6 in Search, +3 in Spot and Listen).

Physical Apperance: Scar on left eye, Spiked, dark brown hair (spiked forward), 2.4ft high, silky cream skin.

Clothing: Dark black leather suit.

Biography: Left to rot at the age of 13, Jänz Kran spent hes life sneaking, stealing and other crimes to stay alive, at 15, he was caught, sent to jail and broke out. Shortly after, he joined a clan of assassins. He did not feel comfortable killing for money so he resigned and brought hes partner Loren. Together they raided homes and stole goods and so forth. Then after a few years they thought it would be nice to do some good, so they were hired to do Robin-Hood deeds (stealing from rich, giving to poor).
He one day set out in search of a quest, he saw a small group of people, seemingly on some journey and followed. When they stopped...that is when he decided to make an approach and greet them.

He wasn't always a Hybrid, he use to be a mere Elf, one night a Vampire bit him and that is how he became half Elven half Vampire.

Machanics: ??? (whats this?)

NPCs: Loren, trusted friend, EX-Assassinator.

EDIT: if this is overpowered or something i am sorry

[img]http://img4.fpsbanana.com/ico/sprays/boom_headshot.jpg[/img]
Nuff' said.

[This message has been edited by CSWF_Leader (edited 04-30-2009 @ 01:57 AM).]

Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » The Jade Warrior Character Thread
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